From 847962910f0bff071f3bf07c9abb87764fb6cac3 Mon Sep 17 00:00:00 2001 From: claude-bot Date: Mon, 13 Jul 2026 12:40:03 +0000 Subject: Import aap/librw @ master Snapshot for re3/reVC vendoring, per @lzcnt. Source: https://github.com/aap/librw (master). --- .appveyor.yml | 32 + .github/workflows/build.yml | 79 + .gitignore | 10 + .travis.yml | 46 + ARCHITECTURE.MD | 174 + CMakeLists.txt | 165 + Dockerfile | 60 + LICENSE | 22 + README.cmake | 9 + README.md | 26 + TODO | 24 + args.h | 24 + cmake/FindSDL2.cmake | 38 + cmake/librw-config.cmake.in | 34 + cmake/nx/NXFunctions.cmake | 37 + cmake/ps2/PS2Functions.cmake | 18 + cmake/ps2/cmaketoolchain/CMakeDSMCompiler.cmake.in | 16 + cmake/ps2/cmaketoolchain/CMakeDSMInformation.cmake | 79 + .../cmaketoolchain/CMakeDetermineDSMCompiler.cmake | 87 + .../ps2/cmaketoolchain/CMakeTestDSMCompiler.cmake | 7 + .../ps2/cmaketoolchain/Platform/PlayStation2.cmake | 1 + cmake/ps2/cmaketoolchain/conanfile.py | 24 + cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake | 92 + docker_rebuild_ps2.sh | 22 + premake-vs2019.cmd | 1 + premake5.exe | Bin 0 -> 1362432 bytes premake5.lua | 304 + rw.h | 25 + skeleton/CMakeLists.txt | 86 + skeleton/glfw.cpp | 271 + skeleton/imgui/ImGuizmo.cpp | 3152 ++++ skeleton/imgui/ImGuizmo.h | 306 + skeleton/imgui/LICENSE_imgui.txt | 21 + skeleton/imgui/LICENSE_imguizmo.txt | 21 + skeleton/imgui/imconfig.h | 145 + skeleton/imgui/imgui.cpp | 17877 +++++++++++++++++++ skeleton/imgui/imgui.h | 4135 +++++ skeleton/imgui/imgui_demo.cpp | 10837 +++++++++++ skeleton/imgui/imgui_draw.cpp | 6304 +++++++ skeleton/imgui/imgui_impl_rw.cpp | 345 + skeleton/imgui/imgui_impl_rw.h | 5 + skeleton/imgui/imgui_internal.h | 3909 ++++ skeleton/imgui/imgui_tables.cpp | 4562 +++++ skeleton/imgui/imgui_widgets.cpp | 10632 +++++++++++ skeleton/imgui/imstb_rectpack.h | 627 + skeleton/imgui/imstb_textedit.h | 1488 ++ skeleton/imgui/imstb_truetype.h | 5085 ++++++ skeleton/sdl2.cpp | 327 + skeleton/sdl3.cpp | 323 + skeleton/skeleton.cpp | 192 + skeleton/skeleton.h | 122 + skeleton/win.cpp | 319 + src/CMakeLists.txt | 270 + src/anim.cpp | 293 + src/base.cpp | 1123 ++ src/base.err | 24 + src/bmp.cpp | 284 + src/camera.cpp | 524 + src/charset.cpp | 244 + src/clump.cpp | 669 + src/d3d/d3d.cpp | 1087 ++ src/d3d/d3d8.cpp | 678 + src/d3d/d3d8matfx.cpp | 56 + src/d3d/d3d8render.cpp | 65 + src/d3d/d3d8skin.cpp | 56 + src/d3d/d3d9.cpp | 853 + src/d3d/d3d9matfx.cpp | 313 + src/d3d/d3d9render.cpp | 185 + src/d3d/d3d9skin.cpp | 418 + src/d3d/d3ddevice.cpp | 2022 +++ src/d3d/d3dimmed.cpp | 404 + src/d3d/d3drender.cpp | 424 + src/d3d/rwd3d.h | 421 + src/d3d/rwd3d8.h | 74 + src/d3d/rwd3d9.h | 112 + src/d3d/rwd3dimpl.h | 81 + src/d3d/rwxbox.h | 195 + src/d3d/rwxboximpl.h | 11 + src/d3d/shaders/default_PS.h | 72 + src/d3d/shaders/default_PS.hlsl | 19 + src/d3d/shaders/default_VS.hlsl | 51 + src/d3d/shaders/default_all_VS.h | 491 + src/d3d/shaders/default_amb_VS.h | 156 + src/d3d/shaders/default_amb_dir_VS.h | 272 + src/d3d/shaders/default_tex_PS.h | 89 + src/d3d/shaders/im2d_PS.h | 72 + src/d3d/shaders/im2d_PS.hlsl | 19 + src/d3d/shaders/im2d_VS.h | 107 + src/d3d/shaders/im2d_VS.hlsl | 30 + src/d3d/shaders/im2d_tex_PS.h | 89 + src/d3d/shaders/lighting.h | 44 + src/d3d/shaders/make_default.cmd | 11 + src/d3d/shaders/make_matfx.cmd | 7 + src/d3d/shaders/make_skin.cmd | 4 + src/d3d/shaders/matfx_env_PS.h | 124 + src/d3d/shaders/matfx_env_PS.hlsl | 42 + src/d3d/shaders/matfx_env_VS.hlsl | 59 + src/d3d/shaders/matfx_env_all_VS.h | 535 + src/d3d/shaders/matfx_env_amb_VS.h | 225 + src/d3d/shaders/matfx_env_amb_dir_VS.h | 316 + src/d3d/shaders/matfx_env_tex_PS.h | 141 + src/d3d/shaders/skin_VS.hlsl | 63 + src/d3d/shaders/skin_all_VS.h | 664 + src/d3d/shaders/skin_amb_VS.h | 253 + src/d3d/shaders/skin_amb_dir_VS.h | 503 + src/d3d/shaders/standardConstants.h | 28 + src/d3d/xbox.cpp | 1005 ++ src/d3d/xboxmatfx.cpp | 53 + src/d3d/xboxskin.cpp | 252 + src/d3d/xboxvfmt.cpp | 115 + src/engine.cpp | 573 + src/error.cpp | 49 + src/frame.cpp | 470 + src/geometry.cpp | 1053 ++ src/geoplg.cpp | 339 + src/gl/gl3.cpp | 56 + src/gl/gl3device.cpp | 2411 +++ src/gl/gl3immed.cpp | 317 + src/gl/gl3matfx.cpp | 258 + src/gl/gl3pipe.cpp | 333 + src/gl/gl3raster.cpp | 1045 ++ src/gl/gl3render.cpp | 193 + src/gl/gl3shader.cpp | 363 + src/gl/gl3skin.cpp | 366 + src/gl/glad/glad.c | 1590 ++ src/gl/glad/glad.h | 2808 +++ src/gl/glad/khrplatform.h | 290 + src/gl/rwgl3.h | 307 + src/gl/rwgl3impl.h | 92 + src/gl/rwgl3plg.h | 16 + src/gl/rwgl3shader.h | 69 + src/gl/rwwdgl.h | 88 + src/gl/shaders/Makefile | 45 + src/gl/shaders/default.vert | 23 + src/gl/shaders/default_vs_gl.inc | 25 + src/gl/shaders/header.frag | 30 + src/gl/shaders/header.vert | 128 + src/gl/shaders/header_fs.inc | 32 + src/gl/shaders/header_vs.inc | 130 + src/gl/shaders/im2d.vert | 18 + src/gl/shaders/im2d_gl.inc | 20 + src/gl/shaders/im3d.vert | 15 + src/gl/shaders/im3d_gl.inc | 17 + src/gl/shaders/matfx_env.frag | 34 + src/gl/shaders/matfx_env.vert | 31 + src/gl/shaders/matfx_gl.inc | 69 + src/gl/shaders/simple.frag | 14 + src/gl/shaders/simple_fs_gl.inc | 17 + src/gl/shaders/skin.vert | 32 + src/gl/shaders/skin_gl.inc | 34 + src/gl/wdgl.cpp | 875 + src/hanim.cpp | 414 + src/image.cpp | 1324 ++ src/light.cpp | 163 + src/lodepng/lodepng.cpp | 6410 +++++++ src/lodepng/lodepng.h | 1945 ++ src/matfx.cpp | 641 + src/pipeline.cpp | 198 + src/plg.cpp | 246 + src/png.cpp | 151 + src/prim.cpp | 70 + src/ps2/pds.cpp | 203 + src/ps2/ps2.cpp | 1583 ++ src/ps2/ps2device.cpp | 49 + src/ps2/ps2matfx.cpp | 68 + src/ps2/ps2raster.cpp | 2238 +++ src/ps2/ps2skin.cpp | 334 + src/ps2/rwps2.h | 281 + src/ps2/rwps2impl.h | 16 + src/ps2/rwps2plg.h | 27 + src/raster.cpp | 559 + src/render.cpp | 96 + src/rwanim.h | 195 + src/rwbase.h | 716 + src/rwcharset.h | 25 + src/rwengine.h | 275 + src/rwerror.h | 25 + src/rwobjects.h | 906 + src/rwpipeline.h | 65 + src/rwplg.h | 85 + src/rwplugins.h | 252 + src/rwrender.h | 140 + src/rwuserdata.h | 94 + src/skin.cpp | 486 + src/texture.cpp | 596 + src/tga.cpp | 222 + src/tristrip.cpp | 682 + src/userdata.cpp | 364 + src/uvanim.cpp | 502 + src/vgafont.inc | 256 + src/world.cpp | 238 + tools/CMakeLists.txt | 20 + tools/camera/CMakeLists.txt | 19 + tools/camera/camexamp.cpp | 395 + tools/camera/camexamp.h | 62 + tools/camera/files/clump.dff | Bin 0 -> 57700 bytes tools/camera/files/clump/shinarm.png | Bin 0 -> 84781 bytes tools/camera/files/clump/shinbody.png | Bin 0 -> 101261 bytes tools/camera/files/clump/shinface.png | Bin 0 -> 81338 bytes tools/camera/files/clump/shinleg.png | Bin 0 -> 89939 bytes tools/camera/main.cpp | 508 + tools/camera/viewer.cpp | 51 + tools/camera/viewer.h | 6 + tools/dumprwtree/CMakeLists.txt | 20 + tools/dumprwtree/dumprwtree.cpp | 145 + tools/hopalong/main.cpp | 469 + tools/hopalong/particle.inc | 467 + tools/hopalong/particle.png | Bin 0 -> 5564 bytes tools/hopalong/vfs.cpp | 133 + tools/hopalong/vfs.h | 15 + tools/im2d/CMakeLists.txt | 23 + tools/im2d/files/whiteash.png | Bin 0 -> 4313 bytes tools/im2d/im2d.cpp | 134 + tools/im2d/im2d.h | 62 + tools/im2d/linelist.cpp | 159 + tools/im2d/main.cpp | 254 + tools/im2d/polyline.cpp | 132 + tools/im2d/trifan.cpp | 119 + tools/im2d/trilist.cpp | 166 + tools/im2d/tristrip.cpp | 130 + tools/im3d/CMakeLists.txt | 23 + tools/im3d/files/whiteash.png | Bin 0 -> 4313 bytes tools/im3d/im3d.cpp | 138 + tools/im3d/im3d.h | 62 + tools/im3d/linelist.cpp | 176 + tools/im3d/main.cpp | 268 + tools/im3d/polyline.cpp | 157 + tools/im3d/trifan.cpp | 152 + tools/im3d/trilist.cpp | 202 + tools/im3d/tristrip.cpp | 169 + tools/imguitest/CMakeLists.txt | 17 + tools/imguitest/main.cpp | 175 + tools/lights/CMakeLists.txt | 18 + tools/lights/checker.dff | Bin 0 -> 14348 bytes tools/lights/lights.cpp | 463 + tools/lights/lights.h | 37 + tools/lights/main.cpp | 396 + tools/lights/main.h | 7 + tools/playground/CMakeLists.txt | 22 + tools/playground/camera.cpp | 134 + tools/playground/camera.h | 26 + tools/playground/files/Bm437_IBM_BIOS.FON | Bin 0 -> 4064 bytes tools/playground/files/Bm437_IBM_BIOS.tga | Bin 0 -> 65554 bytes tools/playground/files/Bm437_IBM_VGA8.FON | Bin 0 -> 6112 bytes tools/playground/files/Bm437_IBM_VGA8.tga | Bin 0 -> 131090 bytes tools/playground/files/foobar.tga | Bin 0 -> 65554 bytes tools/playground/files/maze.tga | Bin 0 -> 49196 bytes tools/playground/files/teapot.dff | Bin 0 -> 42796 bytes tools/playground/font.cpp | 181 + tools/playground/main.cpp | 641 + tools/playground/ras_test.cpp | 902 + tools/playground/splines.cpp | 750 + tools/playground/tl_tests.cpp | 766 + tools/ps2test/CMakeLists.txt | 26 + tools/ps2test/gs.h | 437 + tools/ps2test/main.cpp | 788 + tools/ps2test/mem.h | 95 + tools/ps2test/ps2.h | 23 + tools/ps2test/vu/defaultpipe.dsm | 93 + tools/ps2test/vu/light.vu | 94 + tools/ps2test/vu/setup_persp.vu | 39 + tools/ps2test/vu/skinpipe.dsm | 94 + tools/ska2anm/CMakeLists.txt | 20 + tools/ska2anm/ska2anm.cpp | 83 + tools/subrast/CMakeLists.txt | 19 + tools/subrast/files/clump.dff | Bin 0 -> 76384 bytes tools/subrast/files/textures/whiteash.png | Bin 0 -> 4313 bytes tools/subrast/main.cpp | 354 + tools/subrast/subrast.cpp | 141 + tools/subrast/subrast.h | 10 + 270 files changed, 138846 insertions(+) create mode 100644 .appveyor.yml create mode 100644 .github/workflows/build.yml create mode 100644 .gitignore create mode 100644 .travis.yml create mode 100644 ARCHITECTURE.MD create mode 100644 CMakeLists.txt create mode 100644 Dockerfile create mode 100644 LICENSE create mode 100644 README.cmake create mode 100644 README.md create mode 100644 TODO create mode 100644 args.h create mode 100644 cmake/FindSDL2.cmake create mode 100644 cmake/librw-config.cmake.in create mode 100644 cmake/nx/NXFunctions.cmake create mode 100644 cmake/ps2/PS2Functions.cmake create mode 100644 cmake/ps2/cmaketoolchain/CMakeDSMCompiler.cmake.in create mode 100644 cmake/ps2/cmaketoolchain/CMakeDSMInformation.cmake create mode 100644 cmake/ps2/cmaketoolchain/CMakeDetermineDSMCompiler.cmake create mode 100644 cmake/ps2/cmaketoolchain/CMakeTestDSMCompiler.cmake create mode 100644 cmake/ps2/cmaketoolchain/Platform/PlayStation2.cmake create mode 100644 cmake/ps2/cmaketoolchain/conanfile.py create mode 100644 cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake create mode 100755 docker_rebuild_ps2.sh create mode 100644 premake-vs2019.cmd create mode 100644 premake5.exe create mode 100755 premake5.lua create mode 100644 rw.h create mode 100644 skeleton/CMakeLists.txt create mode 100644 skeleton/glfw.cpp create mode 100644 skeleton/imgui/ImGuizmo.cpp create mode 100644 skeleton/imgui/ImGuizmo.h create mode 100644 skeleton/imgui/LICENSE_imgui.txt create mode 100644 skeleton/imgui/LICENSE_imguizmo.txt create mode 100644 skeleton/imgui/imconfig.h create mode 100644 skeleton/imgui/imgui.cpp create mode 100644 skeleton/imgui/imgui.h create mode 100644 skeleton/imgui/imgui_demo.cpp create mode 100644 skeleton/imgui/imgui_draw.cpp create mode 100644 skeleton/imgui/imgui_impl_rw.cpp create mode 100644 skeleton/imgui/imgui_impl_rw.h create mode 100644 skeleton/imgui/imgui_internal.h create mode 100644 skeleton/imgui/imgui_tables.cpp create mode 100644 skeleton/imgui/imgui_widgets.cpp create mode 100644 skeleton/imgui/imstb_rectpack.h create mode 100644 skeleton/imgui/imstb_textedit.h create mode 100644 skeleton/imgui/imstb_truetype.h create mode 100644 skeleton/sdl2.cpp create mode 100644 skeleton/sdl3.cpp create mode 100644 skeleton/skeleton.cpp create mode 100644 skeleton/skeleton.h create mode 100644 skeleton/win.cpp create mode 100644 src/CMakeLists.txt create mode 100644 src/anim.cpp create mode 100644 src/base.cpp create mode 100644 src/base.err create mode 100644 src/bmp.cpp create mode 100644 src/camera.cpp create mode 100644 src/charset.cpp create mode 100644 src/clump.cpp create mode 100644 src/d3d/d3d.cpp create mode 100644 src/d3d/d3d8.cpp create mode 100644 src/d3d/d3d8matfx.cpp create mode 100644 src/d3d/d3d8render.cpp create mode 100644 src/d3d/d3d8skin.cpp create mode 100644 src/d3d/d3d9.cpp create mode 100644 src/d3d/d3d9matfx.cpp create mode 100644 src/d3d/d3d9render.cpp create mode 100644 src/d3d/d3d9skin.cpp create mode 100644 src/d3d/d3ddevice.cpp create mode 100644 src/d3d/d3dimmed.cpp create mode 100644 src/d3d/d3drender.cpp create mode 100644 src/d3d/rwd3d.h create mode 100644 src/d3d/rwd3d8.h create mode 100644 src/d3d/rwd3d9.h create mode 100644 src/d3d/rwd3dimpl.h create mode 100644 src/d3d/rwxbox.h create mode 100644 src/d3d/rwxboximpl.h create mode 100644 src/d3d/shaders/default_PS.h create mode 100644 src/d3d/shaders/default_PS.hlsl create mode 100644 src/d3d/shaders/default_VS.hlsl create mode 100644 src/d3d/shaders/default_all_VS.h create mode 100644 src/d3d/shaders/default_amb_VS.h create mode 100644 src/d3d/shaders/default_amb_dir_VS.h create mode 100644 src/d3d/shaders/default_tex_PS.h create mode 100644 src/d3d/shaders/im2d_PS.h create mode 100644 src/d3d/shaders/im2d_PS.hlsl create mode 100644 src/d3d/shaders/im2d_VS.h create mode 100644 src/d3d/shaders/im2d_VS.hlsl create mode 100644 src/d3d/shaders/im2d_tex_PS.h create mode 100644 src/d3d/shaders/lighting.h create mode 100644 src/d3d/shaders/make_default.cmd create mode 100644 src/d3d/shaders/make_matfx.cmd create mode 100644 src/d3d/shaders/make_skin.cmd create mode 100644 src/d3d/shaders/matfx_env_PS.h create mode 100644 src/d3d/shaders/matfx_env_PS.hlsl create mode 100644 src/d3d/shaders/matfx_env_VS.hlsl create mode 100644 src/d3d/shaders/matfx_env_all_VS.h create mode 100644 src/d3d/shaders/matfx_env_amb_VS.h create mode 100644 src/d3d/shaders/matfx_env_amb_dir_VS.h create mode 100644 src/d3d/shaders/matfx_env_tex_PS.h create mode 100644 src/d3d/shaders/skin_VS.hlsl create mode 100644 src/d3d/shaders/skin_all_VS.h create mode 100644 src/d3d/shaders/skin_amb_VS.h create mode 100644 src/d3d/shaders/skin_amb_dir_VS.h create mode 100644 src/d3d/shaders/standardConstants.h create mode 100644 src/d3d/xbox.cpp create mode 100644 src/d3d/xboxmatfx.cpp create mode 100644 src/d3d/xboxskin.cpp create mode 100644 src/d3d/xboxvfmt.cpp create mode 100644 src/engine.cpp create mode 100644 src/error.cpp create mode 100644 src/frame.cpp create mode 100644 src/geometry.cpp create mode 100644 src/geoplg.cpp create mode 100644 src/gl/gl3.cpp create mode 100644 src/gl/gl3device.cpp create mode 100644 src/gl/gl3immed.cpp create mode 100644 src/gl/gl3matfx.cpp create mode 100644 src/gl/gl3pipe.cpp create mode 100644 src/gl/gl3raster.cpp create mode 100644 src/gl/gl3render.cpp create mode 100644 src/gl/gl3shader.cpp create mode 100644 src/gl/gl3skin.cpp create mode 100644 src/gl/glad/glad.c create mode 100644 src/gl/glad/glad.h create mode 100644 src/gl/glad/khrplatform.h create mode 100644 src/gl/rwgl3.h create mode 100644 src/gl/rwgl3impl.h create mode 100644 src/gl/rwgl3plg.h create mode 100644 src/gl/rwgl3shader.h create mode 100644 src/gl/rwwdgl.h create mode 100644 src/gl/shaders/Makefile create mode 100644 src/gl/shaders/default.vert create mode 100644 src/gl/shaders/default_vs_gl.inc create mode 100644 src/gl/shaders/header.frag create mode 100644 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src/uvanim.cpp create mode 100644 src/vgafont.inc create mode 100644 src/world.cpp create mode 100644 tools/CMakeLists.txt create mode 100644 tools/camera/CMakeLists.txt create mode 100644 tools/camera/camexamp.cpp create mode 100644 tools/camera/camexamp.h create mode 100644 tools/camera/files/clump.dff create mode 100644 tools/camera/files/clump/shinarm.png create mode 100644 tools/camera/files/clump/shinbody.png create mode 100644 tools/camera/files/clump/shinface.png create mode 100644 tools/camera/files/clump/shinleg.png create mode 100644 tools/camera/main.cpp create mode 100644 tools/camera/viewer.cpp create mode 100644 tools/camera/viewer.h create mode 100644 tools/dumprwtree/CMakeLists.txt create mode 100644 tools/dumprwtree/dumprwtree.cpp create mode 100644 tools/hopalong/main.cpp create mode 100644 tools/hopalong/particle.inc create mode 100644 tools/hopalong/particle.png create mode 100644 tools/hopalong/vfs.cpp create mode 100644 tools/hopalong/vfs.h create mode 100644 tools/im2d/CMakeLists.txt create mode 100644 tools/im2d/files/whiteash.png create mode 100644 tools/im2d/im2d.cpp create mode 100644 tools/im2d/im2d.h create mode 100644 tools/im2d/linelist.cpp create mode 100644 tools/im2d/main.cpp create mode 100644 tools/im2d/polyline.cpp create mode 100644 tools/im2d/trifan.cpp create mode 100644 tools/im2d/trilist.cpp create mode 100644 tools/im2d/tristrip.cpp create mode 100644 tools/im3d/CMakeLists.txt create mode 100644 tools/im3d/files/whiteash.png create mode 100644 tools/im3d/im3d.cpp create mode 100644 tools/im3d/im3d.h create mode 100644 tools/im3d/linelist.cpp create mode 100644 tools/im3d/main.cpp create mode 100644 tools/im3d/polyline.cpp create mode 100644 tools/im3d/trifan.cpp create mode 100644 tools/im3d/trilist.cpp create mode 100644 tools/im3d/tristrip.cpp create mode 100644 tools/imguitest/CMakeLists.txt create mode 100644 tools/imguitest/main.cpp create mode 100644 tools/lights/CMakeLists.txt create mode 100644 tools/lights/checker.dff create mode 100644 tools/lights/lights.cpp create mode 100644 tools/lights/lights.h create mode 100644 tools/lights/main.cpp create mode 100644 tools/lights/main.h create mode 100644 tools/playground/CMakeLists.txt create mode 100644 tools/playground/camera.cpp create mode 100644 tools/playground/camera.h create mode 100644 tools/playground/files/Bm437_IBM_BIOS.FON create mode 100644 tools/playground/files/Bm437_IBM_BIOS.tga create mode 100644 tools/playground/files/Bm437_IBM_VGA8.FON create mode 100644 tools/playground/files/Bm437_IBM_VGA8.tga create mode 100644 tools/playground/files/foobar.tga create mode 100644 tools/playground/files/maze.tga create mode 100644 tools/playground/files/teapot.dff create mode 100644 tools/playground/font.cpp create mode 100644 tools/playground/main.cpp create mode 100644 tools/playground/ras_test.cpp create mode 100644 tools/playground/splines.cpp create mode 100644 tools/playground/tl_tests.cpp create mode 100644 tools/ps2test/CMakeLists.txt create mode 100644 tools/ps2test/gs.h create mode 100755 tools/ps2test/main.cpp create mode 100644 tools/ps2test/mem.h create mode 100644 tools/ps2test/ps2.h create mode 100644 tools/ps2test/vu/defaultpipe.dsm create mode 100644 tools/ps2test/vu/light.vu create mode 100644 tools/ps2test/vu/setup_persp.vu create mode 100644 tools/ps2test/vu/skinpipe.dsm create mode 100644 tools/ska2anm/CMakeLists.txt create mode 100644 tools/ska2anm/ska2anm.cpp create mode 100644 tools/subrast/CMakeLists.txt create mode 100644 tools/subrast/files/clump.dff create mode 100644 tools/subrast/files/textures/whiteash.png create mode 100644 tools/subrast/main.cpp create mode 100644 tools/subrast/subrast.cpp create mode 100644 tools/subrast/subrast.h diff --git a/.appveyor.yml b/.appveyor.yml new file mode 100644 index 0000000..f74fc38 --- /dev/null +++ b/.appveyor.yml @@ -0,0 +1,32 @@ +image: Visual Studio 2017 +configuration: Release +environment: + GLFW_BASE: glfw-3.3.4.bin.WIN64 + GLFW_URL: https://github.com/glfw/glfw/releases/download/3.3.4/%GLFW_BASE%.zip + SDL2_BASE: SDL2-devel-2.0.14-VC + SDL2_URL: https://www.libsdl.org/release/%SDL2_BASE%.zip + SDL2_DIRAME: SDL2-2.0.14 + PREMAKE5_URL: https://github.com/premake/premake-core/releases/download/v5.0.0-alpha16/premake-5.0.0-alpha16-windows.zip + matrix: + - PLATFORM: win-amd64-null + - PLATFORM: win-amd64-gl3 + PREMAKE5_EXTRA_ARGS: --gfxlib=glfw + - PLATFORM: win-amd64-gl3 + PREMAKE5_EXTRA_ARGS: --gfxlib=sdl2 + - PLATFORM: win-amd64-d3d9 + +install: + - appveyor DownloadFile %GLFW_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip" + - 7z x "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip" + - appveyor DownloadFile %SDL2_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%SDL2_BASE%.zip" + - 7z x "%APPVEYOR_BUILD_FOLDER%/%SDL2_BASE%.zip" + - appveyor DownloadFile %PREMAKE5_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/premake5.zip" + - mkdir "%APPVEYOR_BUILD_FOLDER%/bin" && cd "%APPVEYOR_BUILD_FOLDER%/bin" && 7z x "%APPVEYOR_BUILD_FOLDER%/premake5.zip" + - set PATH=%APPVEYOR_BUILD_FOLDER%/bin;%PATH% +before_build: + - mkdir "%APPVEYOR_BUILD_FOLDER%/build" + - cd "%APPVEYOR_BUILD_FOLDER%" + - premake5 vs2017 --glfwdir64=%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE% --sdl2dir=%APPVEYOR_BUILD_FOLDER%/%SDL2_DIRAME% %PREMAKE5_EXTRA_ARGS% +build: + project: c:\projects\librw\build\librw.sln + verbosity: minimal diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml new file mode 100644 index 0000000..1187683 --- /dev/null +++ b/.github/workflows/build.yml @@ -0,0 +1,79 @@ +name: Build +on: + pull_request: + push: + release: + types: published +jobs: + build-cmake: + name: ${{ matrix.case.name }} + runs-on: ${{ matrix.case.os }} + container: ${{ matrix.case.container }} + + strategy: + fail-fast: false + matrix: + case: + - { name: 'Windows (DirectX 9)', os: 'windows-latest', platform: 'D3D9' } + - { name: 'Windows (GL3, glfw)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' } + - { name: 'Windows (GL3, SDL2)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' } + - { name: 'Windows (GL3, SDL3)', os: 'windows-latest', platform: 'GL3', gl3_gfxlib: 'SDL3', sdl-version: '3-latest' } + - { name: 'Windows (null)', os: 'windows-latest', platform: 'NULL' } + - { name: 'macOS (GL3, glfw)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' } + - { name: 'macOS (GL3, SDL2)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' } + - { name: 'macOS (GL3, SDL3)', os: 'macos-latest', platform: 'GL3', gl3_gfxlib: 'SDL3', sdl-version: '3-latest' } + - { name: 'macOS (null)', os: 'macos-latest', platform: 'NULL' } + - { name: 'Ubuntu (GL3, glfw)', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'GLFW' } + - { name: 'Ubuntu (GL3, SDL2)', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'SDL2', sdl-version: '2-latest' } + - { name: 'Ubuntu (null)', os: 'ubuntu-latest', platform: 'NULL' } + - { name: 'PlayStation 2', os: 'ubuntu-latest', platform: 'PS2', ps2: true, container: 'ps2dev/ps2dev:latest', cmake-toolchain-file: 'cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake' } + - { name: 'Nintendo Switch', os: 'ubuntu-latest', platform: 'GL3', gl3_gfxlib: 'GLFW', glfw-nobuild: true, container: 'devkitpro/devkita64:latest', cmake-toolchain-file: '/opt/devkitpro/cmake/Switch.cmake' } + + steps: + - uses: actions/checkout@v4 + - uses: actions/setup-python@v4 + with: + python-version: '3.x' + - name: 'Install PS2 dependencies' + if: ${{ matrix.case.ps2 }} + run: | + apk add cmake gmp mpc1 mpfr4 make pkgconf git + - name: 'Setup SDL' + if: ${{ !!matrix.case.sdl-version }} + uses: libsdl-org/setup-sdl@main + with: + version: ${{ matrix.case.sdl-version }} + install-linux-dependencies: true + cmake-toolchain-file: ${{ matrix.case.cmake-toolchain-file }} + - name: 'Setup GLFW' + if: ${{ matrix.case.gl3_gfxlib == 'GLFW' && !matrix.case.glfw-nobuild }} + shell: sh + run: | + ${{ (runner.os == 'Linux' && 'sudo apt-get update -y && sudo apt-get install -y libwayland-dev libxkbcommon-dev xorg-dev') || '' }} + git clone "https://github.com/glfw/glfw.git" glfw-source --depth 1 + cmake -S glfw-source -B glfw-build -DGLFW_BUILD_EXAMPLES=OFF -DGLFW_BUILD_TESTS=OFF -DGLFW_BUILD_DOCS=OFF -DGLFW_INSTALL=ON -DCMAKE_INSTALL_PREFIX=glfw-prefix -DCMAKE_TOOLCHAIN_FILE="${{ matrix.case.cmake-toolchain-file }}" -DCMAKE_BUILD_TYPE=Release + cmake --build glfw-build --config Release + cmake --install glfw-build --config Release + echo "glfw3_ROOT=${{ github.workspace}}/glfw-prefix" >${GITHUB_ENV} + - name: 'Configure (CMake)' + shell: sh + run: | + cmake -S . -B build \ + -DLIBRW_PLATFORM=${{ matrix.case.platform }} \ + -DLIBRW_GL3_GFXLIB=${{ matrix.case.gl3_gfxlib }} \ + -DCMAKE_TOOLCHAIN_FILE=${{ matrix.case.cmake-toolchain-file }} \ + -DCMAKE_BUILD_TYPE=Release \ + -DCMAKE_POLICY_DEFAULT_CMP0074=NEW + - name: 'Build (CMake)' + run: | + cmake --build build --config Release --verbose + - name: 'Create binary package (CPack)' + run: | + cd build + cpack . -C Release + - name: 'Archive binary package (GitHub artifacts)' + uses: actions/upload-artifact@v4 + with: + name: ${{ matrix.case.os }}-${{ matrix.case.platform }}${{ (matrix.case.gl3_gfxlib != '' && format('-{0}', matrix.case.gl3_gfxlib)) || '' }} + path: build/*.tar.xz + if-no-files-found: error diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..de870ed --- /dev/null +++ b/.gitignore @@ -0,0 +1,10 @@ +/bin +/build +/obj +/lib +/output +/.vs +librw.vcxproj.user +librw.VC.db +librw.VC.VC.opendb +imgui.ini diff --git a/.travis.yml b/.travis.yml new file mode 100644 index 0000000..91411e6 --- /dev/null +++ b/.travis.yml @@ -0,0 +1,46 @@ +language: cpp + +matrix: + include: + - os: linux + env: TARGET=release_linux-amd64-null + script: + - mkdir -p "$TRAVIS_BUILD_DIR/build" + #- docker build -t librw "$TRAVIS_BUILD_DIR" + #- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity + - docker pull librw/librw + - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity + - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 gmake && cd /librw/build && make config=$TARGET verbose=1" + - os: linux + env: TARGET=release_linux-amd64-gl3 GFXLIB=glfw + services: docker + script: + - mkdir -p "$TRAVIS_BUILD_DIR/build" + #- docker build -t librw "$TRAVIS_BUILD_DIR" + #- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity + - docker pull librw/librw + - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity + - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 --gfxlib=$GFXLIB gmake && cd /librw/build && make config=$TARGET verbose=1" + - os: linux + env: TARGET=release_linux-amd64-gl3 GFXLIB=sdl2 + services: docker + script: + - mkdir -p "$TRAVIS_BUILD_DIR/build" + #- docker build -t librw "$TRAVIS_BUILD_DIR" + #- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity + - docker pull librw/librw + - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity + - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 --gfxlib=$GFXLIB gmake && cd /librw/build && make config=$TARGET verbose=1" + - name: "ps2" + os: linux + env: TARGET=release_ps2 + services: docker + script: + - mkdir -p "$TRAVIS_BUILD_DIR/build" + #- docker build -t librw "$TRAVIS_BUILD_DIR" + #- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity + - docker pull librw/librw + - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity + - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 gmake && cd /librw/build && make config=$TARGET verbose=1" + allow_failures: + - name: "ps2" diff --git a/ARCHITECTURE.MD b/ARCHITECTURE.MD new file mode 100644 index 0000000..dad04fa --- /dev/null +++ b/ARCHITECTURE.MD @@ -0,0 +1,174 @@ +This document gives an overview of the architecture of librw. + +Disclaimer: Some of these design decision were taken over from original RW, +some are my own. I only take partial responsibility. + +Differently from original RW, librw has no neat separation into modules. +Some things could be made optional, but in particular RW's RpWorld +plugin is integrated with everything else. + +# Plugins + +To extend structs with custom data, +RW (and librw) provides a plugin mechanism +for certain structs. +This can be used to tack more data onto a struct +and register custom streaming functions. +Plugins must be registered before any instance +of that struct is allocated. + +# Pipelines + +RW's pipeline architecture was designed for very flexible data flow. +Unfortunately for RW most of the rendering pipeline moved into the GPU +causing RW's pipeline architecture to be severely overengineered. + +librw's pipeline architecture is therefore much simplified +and only implements what is actually needed, +but the name *pipeline* is retained. + +Three pipelines are implemented in librw itself: +Default, Skin, MatFX (only env map so far). +Others can be implemented by applications using librw. + +# RW Objects + +## Frame + +A Frame is an orientation in space, arranged in a hierarchy. +Camera, Lights and Atomics can be attached to it. +It has two matrices: a (so called) model matrix, +which is relative to its parent, +and a local transformation matrix (LTM) which is relative to the world. +The LTM is updated automatically as needed whenever the hierarchy gets dirty. + +## Camera + +A Camera is attached to a Frame to position it in space +and has a framebuffer and a z-buffer attached to render to. +Rendering is started by `beginUpdate` and ended by `endUpdate`. +This sets up things like framebuffers and matrices +so that the Camera's raster can be rendered to. + +## Light + +Lights are attached to a Frame to position it in space. +They are used to light Atomics for rendering. +Different types of light are possible. + +## Geometry + +A Geometry contains the raw geometry data that can be rendered. +It has a list of materials that are applied to its triangles. +The latter are sorted by materials into meshes for easier instancing. + +## Atomic + +An Atomic is attached to a Frame to position it in space +and references a Geometry. +Atomics are the objects that are rendered by pipelines. + +## Clump + +A Clump is a container of Atomics, Lights and Cameras. +Clumps can be read from and written to DFF files. +Rendering a Clump will be render all of its Atomics. + +# Engine + +Due to the versatility of librw, +there are three levels of code: +Platform indpendent code, +platform specific code, +and render device specific code. + +The second category does not exist in original RW, +but because librw is supposed to be able to +convert between all sorts of platform specific files, +the code for that has to be available no matter +the render platform used. +The common interface for all device-independent +platform code is the `Driver` struct. +The `Engine` struct has an array with one for each platform. + +The render device specific code +is used for actually rendering something to the screen. +The common interface for the device-dependent +code is the `Device` struct and the `Engine` +struct only has a single one, as there can only be one render device +(i.e. you cannot select D3D or OpenGL at runtime). + +Thus when implementing a new backend +you have to implement the `Driver` and `Device` interfaces. +But do note that the `Driver` can be extended with plugins! + +# Driver + +The driver is mostly concerned with conversion +between platform independent data to platform dependent one, and vice versa. +This concerns the following two cases. + +## Raster, Images + +Images contain platform independent uncompressed pixel data. +Rasters contain platform dependent (and possibly compressed) pixel data. +A driver has to be able to convert an image to a raster for the purposes of loading textures +from files or having them converted from foreign rasters. +Converting from rasters to images is not absolutely necessary but it's needed e.g. for taking screenshots. +librw has a set of default raster formats that the platform is +expected to implement for the most part, however not all have to be supported necessarily. +A driver is also free to implement its own formats; +this is done for texture compression. + +Rasters have different types, +`TEXTURE` and `CAMERATEXTURE` rasters can be used as textures, +`CAMERA` and `CAMERATEXTURE` can be used as render targets, +`ZBUFFER` is used as a depth-buffer. + +## Pipelines + +A librw ObjPipeline implements essentially +an instance stage which converts platform independent geometry +to a format that can efficiently be rendered, +and a render stage that actually renders it. +(There is also an uninstance function, +but this is only used to convert platform specific geometry back to the generic format +and hence is not necessary.) + +# Device + +The device implements everything that is actually needed for rendering. + +This includes starting, handling and closing the rendering device, +setting render states, +allocating and destroying buffers and textures, +im2d and im3d rendering, +and the render functions of the pipelines. + +## System + +The `system` function implements certain device requests +from the engine (why these aren't separate functions I don't know, RW design). + +The `Engine` is started in different stages, at various points of which +the render device gets different requests. +At the end the device is initialized and ready for rendering. +A similar but reverse sequence happens on shutdown. + +Subsystems (screens) and video modes are queried through +the `system` by the application before the device is started. + +## Immediate mode + +Im2d and im3d are immediate-mode style rendering interface. + +## Pipelines + +For instancing the typical job is to allocate and fill +a struct to hold some data about an atomic, +an array of structs for all the meshes, +and vertex and index buffers to hold geometry for rendering. + +The render function will render the previously instanced +data by doing a per-object setup and then iterating over +and rendering all the meshes. diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..92e5796 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,165 @@ +set(librw_MAINPROJECT ON) +if(DEFINED PROJECT_NAME) + set(librw_MAINPROJECT OFF) +endif() + +cmake_minimum_required(VERSION 3.8) +project(librw + VERSION 0.0.1 + LANGUAGES C CXX +) +set(librw_AUTHOR aap) + +list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake") + +if(WIN32) + set(LIBRW_PLATFORMS "NULL" "GL3" "D3D9") + set(LIBRW_PLATFORM_GL3_REQUIRES_OPENGL ON) +elseif(NINTENDO_SWITCH) + set(LIBRW_PLATFORMS "NULL" "GL3") + set(LIBRW_PLATFORM_GL3_REQUIRES_OPENGL OFF) + list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake/nx") + include(NXFunctions) +elseif(PS2) + set(LIBRW_PLATFORMS "PS2") + set(LIBRW_PLATFORM_GL3_REQUIRES_OPENGL OFF) + list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake/ps2") + include(PS2Functions) +else() + set(LIBRW_PLATFORMS "NULL" "GL3") + set(LIBRW_PLATFORM_GL3_REQUIRES_OPENGL ON) +endif() +list(GET LIBRW_PLATFORMS 0 LIBRW_PLATFORM_DEFAULT) +set(LIBRW_PLATFORM "${LIBRW_PLATFORM_DEFAULT}" CACHE STRING "Platform (choices=${LIBRW_PLATFORMS})") +set_property(CACHE LIBRW_PLATFORM PROPERTY STRINGS ${LIBRW_PLATFORMS}) +message(STATUS "LIBRW_PLATFORM = ${LIBRW_PLATFORM} (choices=${LIBRW_PLATFORMS})") +set("LIBRW_PLATFORM_${LIBRW_PLATFORM}" ON) +if(NOT LIBRW_PLATFORM IN_LIST LIBRW_PLATFORMS) + message(FATAL_ERROR "Illegal LIBRW_PLATFORM=${LIBRW_PLATFORM}") +endif() + +if(LIBRW_PLATFORM_GL3) + set(LIBRW_GL3_GFXLIBS "GLFW" "SDL2" "SDL3") + set(LIBRW_GL3_GFXLIB "GLFW" CACHE STRING "gfxlib for gl3 (choices=${LIBRW_GL3_GFXLIBS})") + set_property(CACHE LIBRW_GL3_GFXLIB PROPERTY STRINGS ${LIBRW_GL3_GFXLIBS}) + if(LIBRW_PLATFORM_GL3) + message(STATUS "LIBRW_GL3_GFXLIB = ${LIBRW_GL3_GFXLIB} (choices=${LIBRW_GL3_GFXLIBS})") + endif() + if(NOT LIBRW_GL3_GFXLIB IN_LIST LIBRW_GL3_GFXLIBS) + message(FATAL_ERROR "Illegal LIBRW_GL3_GFXLIB=${LIBRW_GL3_GFXLIB}") + endif() +endif() + +if(LIBRW_PLATFORM_PS2) + enable_language(DSM) +endif() + +if(NOT COMMAND librw_platform_target) + function(librw_platform_target) + endfunction() +endif() + +include(CMakeDependentOption) + +option(LIBRW_TOOLS "Build librw tools" ${librw_MAINPROJECT}) +option(LIBRW_INSTALL "Install librw files" ${librw_MAINPROJECT}) +cmake_dependent_option(LIBRW_EXAMPLES "Build librw examples" ON "LIBRW_TOOLS;NOT LIBRW_PLATFORM_NULL" OFF) + +if(LIBRW_INSTALL) + include(GNUInstallDirs) + set(LIBRW_INSTALL_INCLUDEDIR "${CMAKE_INSTALL_INCLUDEDIR}/librw") +endif() + +add_subdirectory(src) + +if(LIBRW_TOOLS AND NOT LIBRW_PLATFORM_PS2 AND NOT LIBRW_PLATFORM_NULL) + add_subdirectory(skeleton) +endif() + +add_subdirectory(tools) + +if(LIBRW_INSTALL) + include(CMakePackageConfigHelpers) + configure_package_config_file(cmake/librw-config.cmake.in librw-config.cmake + INSTALL_DESTINATION "${CMAKE_INSTALL_PREFIX}" + ) + install( + FILES "${CMAKE_CURRENT_BINARY_DIR}/librw-config.cmake" + DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME}" + ) + install( + EXPORT librw-targets NAMESPACE librw:: + DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME}" + ) + export(TARGETS librw NAMESPACE librw:: FILE librw-targets.cmake) + + if(LIBRW_GL3_GFXLIB STREQUAL "SDL2") + install( + FILES "${CMAKE_CURRENT_LIST_DIR}/cmake/FindSDL2.cmake" + DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake" + ) + endif() + + string(REPLACE "." ";" cmake_c_compiler_version_list "${CMAKE_C_COMPILER_VERSION}") + list(GET cmake_c_compiler_version_list 0 cmake_c_compiler_version_major) + + string(TOLOWER "${LIBRW_PLATFORM}" librw_platform) + set(compiler) + set(os) + if(NOT LIBRW_PLATFORM STREQUAL "PS2") + if(MSVC) + set(compiler "-msvc${MSVC_VERSION}") + elseif(CMAKE_C_COMPILER_ID STREQUAL "GNU") + set(compiler "-gcc${cmake_c_compiler_version_major}") + elseif(CMAKE_C_COMPILER_ID STREQUAL "Clang") + set(compiler "-clang${cmake_c_compiler_version_major}") + elseif(CMAKE_C_COMPILER_ID STREQUAL "AppleClang") + set(compiler "-appleclang${cmake_c_compiler_version_major}") + else() + set(compiler "-UNK") + message(WARNING "Unknown compiler. Created cpack package will be wrong. (override using cpack -P)") + endif() + endif() + if(LIBRW_PLATFORM_NULL) + set(platform "-null") + elseif(LIBRW_PLATFORM_PS2) + set(platform "-ps2") + elseif(LIBRW_PLATFORM_GL3) + if(LIBRW_GL3_GFXLIB STREQUAL "GLFW") + set(platform "-gl3-glfw") + elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL2") + set(platform "-gl3-sdl2") + elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL3") + set(platform "-gl3-sdl3") + endif() + elseif(LIBRW_PLATFORM_D3D9) + set(platform "-d3d9") + endif() + if(NOT LIBRW_PLATFORM_PS2) + if(WIN32) + set(os "-win") + elseif(NINTENDO_SWITCH) + set(os "-switch") + elseif(PS2) + set(os "-ps2") + elseif(APPLE) + set(os "-apple") + elseif(UNIX) + set(os "-linux") + else() + set(compiler "-UNK") + message(WARNING "Unknown os. Created cpack package will be wrong. (override using cpack -P)") + endif() + endif() + + set(CPACK_PACKAGE_NAME "${PROJECT_NAME}${platform}${os}${compiler}") + set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A (partial) re-implementation of RenderWare Graphics") + set(CPACK_PACKAGE_VENDOR "aap") + set(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/LICENSE") + set(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/LICENSE") + set(CPACK_PACKAGE_INSTALL_DIRECTORY "${CPACK_PACKAGE_NAME}") + set(CPACK_SOURCE_PACKAGE_FILE_NAME "${CPACK_PACKAGE_NAME}") + set(CPACK_PACKAGE_FILE_NAME "${CPACK_PACKAGE_NAME}") + set(CPACK_GENERATOR "TXZ") + include(CPack) +endif() diff --git a/Dockerfile b/Dockerfile new file mode 100644 index 0000000..a664173 --- /dev/null +++ b/Dockerfile @@ -0,0 +1,60 @@ +FROM ubuntu:rolling + +ENV PS2DEV /ps2dev +ENV PS2SDK $PS2DEV/ps2sdk +ENV PATH $PATH:$PS2DEV/bin:$PS2DEV/ee/bin:$PS2DEV/iop/bin:$PS2DEV/dvp/bin:$PS2SDK/bin + +ENV DEBIAN_FRONTEND noninteractive + +ENV TOOLCHAIN_GIT_URL git://github.com/ps2dev/ps2toolchain.git +ENV TOOLCHAIN_GIT_BRANCH master + +ENV PREMAKE5_URL=https://github.com/premake/premake-core/releases/download/v5.0.0-alpha12/premake-5.0.0-alpha12-linux.tar.gz + +RUN mkdir -p "$PS2DEV" "$PS2SDK" \ + && apt-get update \ + && apt-get upgrade -y \ + && apt-get install -y \ + build-essential \ + cmake \ + autoconf \ + bzip2 \ + gcc \ + git \ + libucl-dev \ + make \ + patch \ + vim \ + wget \ + zip \ + zlib1g-dev \ + libglfw3-dev \ + libsdl2-dev \ + && git clone -b $TOOLCHAIN_GIT_BRANCH $TOOLCHAIN_GIT_URL /toolchain \ + && cd /toolchain \ + && ./toolchain.sh \ + && git clone git://github.com/ps2dev/ps2eth.git /ps2dev/ps2eth \ + && make -C /ps2dev/ps2eth \ + && git clone git://github.com/ps2dev/ps2-packer.git /ps2-packer \ + && make install -C /ps2-packer \ + && rm -rf \ + /ps2-packer \ + /ps2dev/ps2eth/.git \ + /ps2dev/ps2sdk/test.tmp \ + /ps2dev/test.tmp \ + /toolchain \ + && rm -rf /var/lib/apt/lists/* \ + && wget "$PREMAKE5_URL" -O /tmp/premake5.tar.gz \ + && tar xf /tmp/premake5.tar.gz -C /usr/bin/ \ + && rm /tmp/premake5.tar.gz \ + && groupadd 1000 -g 1000 \ + && groupadd 1001 -g 1001 \ + && groupadd 2000 -g 2000 \ + && groupadd 999 -g 999 \ + && useradd -ms /bin/bash builder -g 1001 -G 1000,2000,999 \ + && printf "builder:builder" | chpasswd \ + && adduser builder sudo \ + && printf "builder ALL= NOPASSWD: ALL\\n" >> /etc/sudoers + +USER builder +WORKDIR /home/builder diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..ef53cc2 --- /dev/null +++ b/LICENSE @@ -0,0 +1,22 @@ +The MIT License (MIT) + +Copyright (c) 2014 aap + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + diff --git a/README.cmake b/README.cmake new file mode 100644 index 0000000..59493b1 --- /dev/null +++ b/README.cmake @@ -0,0 +1,9 @@ +Build with cmake +================ + +Linux + + mkdir build + cd build + cmake .. -DLIBRW_PLATFORM=GL3 -DLIBRW_GL3_GFXLIB=SDL2 + make diff --git a/README.md b/README.md new file mode 100644 index 0000000..77defd0 --- /dev/null +++ b/README.md @@ -0,0 +1,26 @@ +librw +===== + +This library is supposed to be a re-implementation of RenderWare graphics, +or a good part of it anyway. + +It is intended to be cross-platform in two senses: +support rendering on different platforms similar to RW; +supporting all file formats for all platforms at all times and provide +way to convert to all other platforms. + +Supported file formats are DFF and TXD for PS2, D3D8, D3D9 and Xbox. +Not all pre-instanced PS2 DFFs are supported. +BSP is not supported at all. + +For rendering we have D3D9 and OpenGL (>=2.1, ES >= 2.0) backends. +Rendering some things on the PS2 is working as a test only. + +# Uses + +librw can be used for rendering [GTA](https://github.com/gtamodding/re3). + +# Building + +Get premake5. Generate a config, e.g. with ``premake5 gmake``, +and look in the build directory. diff --git a/TODO b/TODO new file mode 100644 index 0000000..5c2c220 --- /dev/null +++ b/TODO @@ -0,0 +1,24 @@ +TODO: +- tristrips +- examples + skeleton + interface + camtex + matfx1 (more new shaders) + hanim1 + fog + imlight? + patch? +- morphing +- Pipelines (PDS, Xbox, PC) +- bsp + +driver +- metrics + +ps2 +- rendering! +- ADC conversion + + +BUGS: + - fseek with negative offset on ps2 over ps2link messes up the current position diff --git a/args.h b/args.h new file mode 100644 index 0000000..0e666c1 --- /dev/null +++ b/args.h @@ -0,0 +1,24 @@ +extern char *argv0; +#define USED(x) ((void)x) +#define SET(x) ((x)=0) + +#define ARGBEGIN for((argv0||(argv0=*argv)),argv++,argc--;\ + argv[0] && argv[0][0]=='-' && argv[0][1];\ + argc--, argv++) {\ + char *_args, *_argt;\ + char _argc;\ + _args = &argv[0][1];\ + if(_args[0]=='-' && _args[1]==0){\ + argc--; argv++; break;\ + }\ + _argc = 0;\ + while(*_args && (_argc = *_args++))\ + switch(_argc) +#define ARGEND SET(_argt);USED(_argt);USED(_argc);USED(_args);}USED(argv);USED(argc); +#define ARGF() (_argt=_args, _args=(char*)"",\ + (*_argt? _argt: argv[1]? (argc--, *++argv): 0)) +#define EARGF(x) (_argt=_args, _args=(char*)"",\ + (*_argt? _argt: argv[1]? (argc--, *++argv): ((x), abort(), (char*)0))) + +#define ARGC() _argc + diff --git a/cmake/FindSDL2.cmake b/cmake/FindSDL2.cmake new file mode 100644 index 0000000..24288b4 --- /dev/null +++ b/cmake/FindSDL2.cmake @@ -0,0 +1,38 @@ +find_package(PkgConfig QUIET) +if(PKG_CONFIG_FOUND) + pkg_check_modules(SDL2 IMPORTED_TARGET "sdl2") + if(TARGET PkgConfig::SDL2 AND NOT TARGET SDL2::SDL2) + add_library(SDL2::SDL2 INTERFACE IMPORTED) + set_property(TARGET SDL2::SDL2 PROPERTY INTERFACE_LINK_LIBRARIES PkgConfig::SDL2) + endif() +endif() + +find_library(SDL2main_LIBRARY SDL2main) + +if(NOT SDL2_FOUND) + find_path(SDL2_INCLUDE_DIR sdl2.h) + find_library(SDL2_LIBRARY SDL2 SDL2d) + + find_library(SDL2main_LIBRARY SDL2main) + + include(FindPackageHandleStandardArgs) + find_package_handle_standard_args(libuv + REQUIRED_VARS SDL2_INCLUDE_DIR SDL2_LIBRARY + ) + + if(NOT TARGET SDL2::SDL2) + add_library(SDL2::SDL2 UNKNOWN IMPORTED) + set_target_properties(SDL2::SDL2 PROPERTIES + IMPORTED_LOCATION "${SDL2_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}" + ) + endif() +endif() + +if(SDL2main_LIBRARY AND NOT TARGET SDL2::SDL2main) + add_library(SDL2::SDL2main UNKNOWN IMPORTED) + set_target_properties(SDL2::SDL2main PROPERTIES + IMPORTED_LOCATION "${SDL2main_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}" + ) +endif() diff --git a/cmake/librw-config.cmake.in b/cmake/librw-config.cmake.in new file mode 100644 index 0000000..02163c8 --- /dev/null +++ b/cmake/librw-config.cmake.in @@ -0,0 +1,34 @@ +include("${CMAKE_CURRENT_LIST_DIR}/librw-targets.cmake") + +set(LIBRW_PLATFORM "@LIBRW_PLATFORM@") +set(LIBRW_PLATFORMS "@LIBRW_PLATFORMS@") +set(LIBRW_PLATFORM_@LIBRW_PLATFORM@ ON) + +if(LIBRW_PLATFORM_GL3) + set(LIBRW_GL3_GFXLIB "@LIBRW_GL3_GFXLIB@") + set(LIBRW_GL3_GFXLIBS "@LIBRW_GL3_GFXLIBS@") + + set(OpenGL_GL_PREFERENCE GLVND) + find_package(OpenGL) + if(NOT TARGET OpenGL::OpenGL AND NOT TARGET OpenGL::EGL AND NOT TARGET OpenGL::GL) + message(FATAL_ERROR "find_package(OpenGL) failed: no target was created") + endif() + + include(CMakeFindDependencyMacro) + if(LIBRW_GL3_GFXLIB STREQUAL "GLFW") + if (NOT TARGET glfw) + find_dependency(glfw3 REQUIRED) + endif() + elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL2") + if (NOT TARGET SDL2::SDL2) + find_dependency(SDL2 CONFIG) + if (NOT TARGET SDL2::SDL2) + find_dependency(SDL2 MODULE REQUIRED) + endif() + endif() + elseif(LIBRW_GL3_GFXLIB STREQUAL "SDL3") + if (NOT TARGET SDL3::SDL3) + find_dependency(SDL3 CONFIG REQUIRED) + endif() + endif() +endif() diff --git a/cmake/nx/NXFunctions.cmake b/cmake/nx/NXFunctions.cmake new file mode 100644 index 0000000..bab3360 --- /dev/null +++ b/cmake/nx/NXFunctions.cmake @@ -0,0 +1,37 @@ +if(NOT COMMAND nx_generate_nacp) + message(FATAL_ERROR "The `nx_generate_nacp` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.") +endif() + +if(NOT COMMAND nx_create_nro) + message(FATAL_ERROR "The `nx_create_nro` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.") +endif() + +set(CMAKE_EXECUTABLE_SUFFIX ".elf") + +function(librw_platform_target TARGET) + cmake_parse_arguments(LPT "INSTALL" "" "" ${ARGN}) + + get_target_property(TARGET_TYPE "${TARGET}" TYPE) + if(TARGET_TYPE STREQUAL "EXECUTABLE") + nx_generate_nacp(${TARGET}.nacp + NAME "${TARGET}" + AUTHOR "${librw_AUTHOR}" + VERSION "${librw_VERSION}" + ) + + nx_create_nro(${TARGET} + NACP ${TARGET}.nacp + ) + + if(LIBRW_INSTALL AND LPT_INSTALL) + get_target_property(TARGET_OUTPUT_NAME ${TARGET} OUTPUT_NAME) + if(NOT TARGET_OUTPUT_NAME) + set(TARGET_OUTPUT_NAME "${TARGET}") + endif() + + install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${TARGET_OUTPUT_NAME}.nro" + DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) + endif() + endif() +endfunction() diff --git a/cmake/ps2/PS2Functions.cmake b/cmake/ps2/PS2Functions.cmake new file mode 100644 index 0000000..5cd81dd --- /dev/null +++ b/cmake/ps2/PS2Functions.cmake @@ -0,0 +1,18 @@ +if(NOT COMMAND add_erl_executable) + message(FATAL_ERROR "The `add_erl_executable` cmake command is not available. Please use an appropriate Playstation 2 toolchain.") +endif() + +function(librw_platform_target TARGET) + cmake_parse_arguments(LPT "INSTALL" "" "" ${ARGN}) + + get_target_property(TARGET_TYPE "${TARGET}" TYPE) + if(TARGET_TYPE STREQUAL "EXECUTABLE") + add_erl_executable(${TARGET} OUTPUT_VAR ERL_FILE) + + if(LIBRW_INSTALL AND LPT_INSTALL) + install(FILES "${ERL_FILE}" + DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) + endif() + endif() +endfunction() diff --git a/cmake/ps2/cmaketoolchain/CMakeDSMCompiler.cmake.in b/cmake/ps2/cmaketoolchain/CMakeDSMCompiler.cmake.in new file mode 100644 index 0000000..9a55d4c --- /dev/null +++ b/cmake/ps2/cmaketoolchain/CMakeDSMCompiler.cmake.in @@ -0,0 +1,16 @@ +set(CMAKE_DSM_COMPILER "@_CMAKE_DSM_COMPILER@") +set(CMAKE_DSM_COMPILER_ARG1 "@_CMAKE_DSM_COMPILER_ARG1@") +set(CMAKE_DSM_COMPILER_AR "@_CMAKE_DSM_COMPILER_AR@") +set(CMAKE_RANLIB "@CMAKE_RANLIB@") +set(CMAKE_DSM_COMPILER_RANLIB "@_CMAKE_DSM_COMPILER_RANLIB@") +set(CMAKE_LINKER "@CMAKE_LINKER@") +set(CMAKE_DSM_COMPILER_LOADED 1) +set(CMAKE_DSM_COMPILER_ID "@_CMAKE_DSM_COMPILER_ID@") +set(CMAKE_DSM_COMPILER_VERSION "@_CMAKE_DSM_COMPILER_VERSION@") +set(CMAKE_DSM_COMPILER_ENV_VAR "@_CMAKE_DSM_COMPILER_ENV_VAR@") +@_SET_CMAKE_DSM_COMPILER_ARCHITECTURE_ID@ + +set(CMAKE_DSM_IGNORE_EXTENSIONS h;H;o;O;obj;OBJ;def;DEF;rc;RC) +set(CMAKE_DSM_LINKER_PREFERENCE 0) + +@CMAKE_DSM_COMPILER_CUSTOM_CODE@ diff --git a/cmake/ps2/cmaketoolchain/CMakeDSMInformation.cmake b/cmake/ps2/cmaketoolchain/CMakeDSMInformation.cmake new file mode 100644 index 0000000..27b56d6 --- /dev/null +++ b/cmake/ps2/cmaketoolchain/CMakeDSMInformation.cmake @@ -0,0 +1,79 @@ +if(UNIX) + set(CMAKE_DSM_OUTPUT_EXTENSION .o) +else() + set(CMAKE_DSM_OUTPUT_EXTENSION .obj) +endif() + +set(CMAKE_INCLUDE_FLAG_DSM "-I") + +set(CMAKE_DSM_FLAGS_INIT "$ENV{DSMFLAGS} ${CMAKE_DSM_FLAGS_INIT}") + +# replace for CMake >= 3.11 +foreach(c "" _DEBUG _RELEASE _MINSIZEREL _RELWITHDEBINFO) + string(STRIP "${CMAKE_DSM_FLAGS${c}_INIT}" CMAKE_DSM_FLAGS${c}_INIT) +endforeach() + +set (CMAKE_DSM_FLAGS "${CMAKE_DSM_FLAGS_INIT}" CACHE STRING + "Flags used by the assembler during all build types.") + +if(NOT CMAKE_NOT_USING_CONFIG_FLAGS) + get_property(_GENERATOR_IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG) + # default build type is none + if(NOT _GENERATOR_IS_MULTI_CONFIG AND NOT CMAKE_NO_BUILD_TYPE) + set (CMAKE_BUILD_TYPE ${CMAKE_BUILD_TYPE_INIT} CACHE STRING + "Choose the type of build, options are: None, Debug Release RelWithDebInfo MinSizeRel.") + endif() + unset(_GENERATOR_IS_MULTI_CONFIG) + set (CMAKE_DSM_FLAGS_DEBUG "${CMAKE_DSM_FLAGS_DEBUG_INIT}" CACHE STRING + "Flags used by the assembler during debug builds.") + set (CMAKE_DSM_FLAGS_MINSIZEREL "${CMAKE_DSM_FLAGS_MINSIZEREL_INIT}" CACHE STRING + "Flags used by the assembler during release minsize builds.") + set (CMAKE_DSM_FLAGS_RELEASE "${CMAKE_DSM_FLAGS_RELEASE_INIT}" CACHE STRING + "Flags used by the assembler during release builds.") + set (CMAKE_DSM_FLAGS_RELWITHDEBINFO "${CMAKE_DSM_FLAGS_RELWITHDEBINFO_INIT}" CACHE STRING + "Flags used by the assembler during Release with Debug Info builds.") +endif() + +mark_as_advanced(CMAKE_DSM_FLAGS + CMAKE_DSM_FLAGS_DEBUG + CMAKE_DSM_FLAGS_MINSIZEREL + CMAKE_DSM_FLAGS_RELEASE + CMAKE_DSM_FLAGS_RELWITHDEBINFO + ) +# WITH: cmake_initialize_per_config_variable(CMAKE_DSM_FLAGS "Flags used by the DSM compiler") + +if(NOT CMAKE_DSM_COMPILE_OBJECT) + set(CMAKE_DSM_COMPILE_OBJECT " -o ") +endif() + +if(NOT CMAKE_DSM_CREATE_STATIC_LIBRARY) + set(CMAKE_DSM_CREATE_STATIC_LIBRARY + " cr " + " ") +endif() + +if(NOT CMAKE_DSM_LINK_EXECUTABLE) + set(CMAKE_DSM_LINK_EXECUTABLE + " -o ") +endif() + +if(NOT CMAKE_EXECUTABLE_RUNTIME_DSM_FLAG) + set(CMAKE_EXECUTABLE_RUNTIME_DSM_FLAG ${CMAKE_SHARED_LIBRARY_RUNTIME_DSM_FLAG}) +endif() + +if(NOT CMAKE_EXECUTABLE_RUNTIME_DSM_FLAG_SEP) + set(CMAKE_EXECUTABLE_RUNTIME_DSM_FLAG_SEP ${CMAKE_SHARED_LIBRARY_RUNTIME_DSM_FLAG_SEP}) +endif() + +if(NOT CMAKE_EXECUTABLE_RPATH_LINK_DSM_FLAG) + set(CMAKE_EXECUTABLE_RPATH_LINK_DSM_FLAG ${CMAKE_SHARED_LIBRARY_RPATH_LINK_DSM_FLAG}) +endif() + +# to be done +if(NOT CMAKE_DSM_CREATE_SHARED_LIBRARY) + set(CMAKE_DSM_CREATE_SHARED_LIBRARY) +endif() + +if(NOT CMAKE_DSM_CREATE_SHARED_MODULE) + set(CMAKE_DSM_CREATE_SHARED_MODULE) +endif() diff --git a/cmake/ps2/cmaketoolchain/CMakeDetermineDSMCompiler.cmake b/cmake/ps2/cmaketoolchain/CMakeDetermineDSMCompiler.cmake new file mode 100644 index 0000000..d3bda8b --- /dev/null +++ b/cmake/ps2/cmaketoolchain/CMakeDetermineDSMCompiler.cmake @@ -0,0 +1,87 @@ +include(${CMAKE_ROOT}/Modules/CMakeDetermineCompiler.cmake) + +if (NOT CMAKE_DSM_COMPILER) + message(FATAL_ERROR "Need CMAKE_DSM_COMPILER set") +endif() + +_cmake_find_compiler_path(DSM) +mark_as_advanced(CMAKE_DSM_COMPILER) + +if (NOT CMAKE_DSM_COMPILER_ID) + # Table of per-vendor compiler id flags with expected output. + list(APPEND CMAKE_DSM_COMPILER_ID_VENDORS GNU ) + set(CMAKE_DSM_COMPILER_ID_VENDOR_FLAGS_GNU "--version") + set(CMAKE_DSM_COMPILER_ID_VENDOR_REGEX_GNU "(GNU assembler)|(GCC)|(Free Software Foundation)") + + include(CMakeDetermineCompilerId) + cmake_determine_compiler_id_vendor(DSM "") + +endif() + +if (NOT _CMAKE_TOOLCHAIN_LOCATION) + get_filename_component(_CMAKE_TOOLCHAIN_LOCATION "${CMAKE_DSM_COMPILER}" PATH) +endif() + +if (CMAKE_DSM_COMPILER_ID) + if (CMAKE_DSM_COMPILER_VERSION) + set(_version " ${CMAKE_DSM_COMPILER_VERSION}") + else() + set(_version "") + endif() + message(STATUS "The DSM compiler identification is ${CMAKE_DSM_COMPILER_ID}${_version}") + unset(_version) +else() + message(STATUS "The DSM compiler identification is unknown") +endif() + +if (NOT _CMAKE_TOOLCHAIN_PREFIX) + get_filename_component(COMPILER_BASENAME "${CMAKE_DSM_COMPILER}" NAME) + if (COMPILER_BASENAME MATCHES "^(.+1)g?as(-[0-9]+\\.[0-9]+\\.[0-9]+)?(\\.exe)?$") + set(_CMAKE_TOOLCHAIN_PREFIX ${CMAKE_MATCH_1}) + endif() + +endif() + +set(_CMAKE_PROCESSING_LANGUAGE "DSM") +find_program(CMAKE_DSM_COMPILER_AR NAMES ${_CMAKE_TOOLCHAIN_PREFIX}ar HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) +find_program(CMAKE_DSM_COMPILER_RANLIB NAMES ${_CMAKE_TOOLCHAIN_PREFIX}ranlib HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) +find_program(CMAKE_DSM_COMPILER_STRIP NAMES ${_CMAKE_TOOLCHAIN_PREFIX}strip HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) +find_program(CMAKE_DSM_COMPILER_NM NAMES ${_CMAKE_TOOLCHAIN_PREFIX}nm HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) +find_program(CMAKE_DSM_COMPILER_OBJDUMP NAMES ${_CMAKE_TOOLCHAIN_PREFIX}objdump HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) +find_program(CMAKE_DSM_COMPILER_OBJCOPY NAMES ${_CMAKE_TOOLCHAIN_PREFIX}objcopy HINTS ${_CMAKE_TOOLCHAIN_LOCATION}) + +unset(_CMAKE_PROCESSING_LANGUAGE) + +set(CMAKE_DSM_COMPILER_ENV_VAR "DSM") + +if (CMAKE_DSM_COMPILER) + message(STATUS "Found DSM assembler: ${CMAKE_DSM_COMPILER}") +else() + message(STATUS "Didn't find assembler") +endif() + +foreach(_var + COMPILER + COMPILER_ID + COMPILER_ARG1 + COMPILER_ENV_VAR + COMPILER_AR + COMPILER_RANLIB + COMPILER_VERSION + ) + set(_CMAKE_DSM_${_var} "${CMAKE_DSM_${_var}}") +endforeach() + +configure_file("${CMAKE_CURRENT_LIST_DIR}/CMakeDSMCompiler.cmake.in" + "${CMAKE_PLATFORM_INFO_DIR}/CMakeDSMCompiler.cmake" @ONLY) + +foreach(_var + COMPILER + COMPILER_ID + COMPILER_ARG1 + COMPILER_ENV_VAR + COMPILER_AR + COMPILER_VERSION + ) + unset(_CMAKE_DSM_${_var}) +endforeach() diff --git a/cmake/ps2/cmaketoolchain/CMakeTestDSMCompiler.cmake b/cmake/ps2/cmaketoolchain/CMakeTestDSMCompiler.cmake new file mode 100644 index 0000000..5c514ea --- /dev/null +++ b/cmake/ps2/cmaketoolchain/CMakeTestDSMCompiler.cmake @@ -0,0 +1,7 @@ +set(_ASM_COMPILER_WORKS 0) + +if(CMAKE_DSM_COMPILER) + set(_DSM_COMPILER_WORKS) +endif() + +set(CMAKE_DSM_COMPILER_WORKS ${_DSM_COMPILER_WORKS} CACHE INTERNAL "") diff --git a/cmake/ps2/cmaketoolchain/Platform/PlayStation2.cmake b/cmake/ps2/cmaketoolchain/Platform/PlayStation2.cmake new file mode 100644 index 0000000..bd2995e --- /dev/null +++ b/cmake/ps2/cmaketoolchain/Platform/PlayStation2.cmake @@ -0,0 +1 @@ +set(CMAKE_EXECUTABLE_SUFFIX ".elf") diff --git a/cmake/ps2/cmaketoolchain/conanfile.py b/cmake/ps2/cmaketoolchain/conanfile.py new file mode 100644 index 0000000..4cc9d3c --- /dev/null +++ b/cmake/ps2/cmaketoolchain/conanfile.py @@ -0,0 +1,24 @@ +from conans import ConanFile +import os +import shutil + + +class Ps2devCMakeToolchainConan(ConanFile): + name = "ps2dev-cmaketoolchain" + description = "CMake toolchain script for ps2dev" + topics = "ps2", "sdk", "library", "sony", "playstation", "ps2" + + def export_sources(self): + self.copy("*.cmake*", dst="cmake") + self.copy("Platform", dst="cmake") + + def package(self): + shutil.copytree(os.path.join(self.source_folder, "cmake"), + os.path.join(self.package_folder, "cmake")) + + def package_info(self): + self.user_info.cmake_dir = os.path.join(self.package_folder, "cmake").replace("\\", "/") + + cmake_toolchain_file = os.path.join(self.package_folder, "cmake", "toolchain_ps2_ee.cmake").replace("\\", "/") + self.user_info.cmake_toolchain_file = cmake_toolchain_file + self.cpp_info.CONAN_CMAKE_TOOLCHAIN_FILE = cmake_toolchain_file diff --git a/cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake b/cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake new file mode 100644 index 0000000..da1efad --- /dev/null +++ b/cmake/ps2/cmaketoolchain/toolchain_ps2_ee.cmake @@ -0,0 +1,92 @@ +cmake_minimum_required(VERSION 3.7) + +list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}") + +set(CMAKE_SYSTEM_NAME "PlayStation2") +set(CMAKE_SYSTEM_PROCESSOR "mips64r5900el") +set(CMAKE_SYSTEM_VERSION 1) + +set(CMAKE_NO_SYSTEM_FROM_IMPORTED ON) + +set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY) + +if(NOT DEFINED ENV{PS2DEV}) + message(FATAL_ERROR "Need environment variable PS2DEV set") +endif() +if(NOT DEFINED ENV{PS2SDK}) + message(FATAL_ERROR "Need environment variable PS2SDK set") +endif() +if(NOT DEFINED ENV{GSKIT}) + message(FATAL_ERROR "Need environment variable PS2SDK set") +endif() + +set(PS2DEV "$ENV{PS2DEV}") +set(PS2SDK "$ENV{PS2SDK}") +set(GSKIT "$ENV{GSKIT}") + +if(NOT IS_DIRECTORY "${PS2DEV}") + message(FATAL_ERROR "PS2DEV must be a folder path (${PS2DEV})") +endif() + +if(NOT IS_DIRECTORY "${PS2SDK}") + message(FATAL_ERROR "PS2SDK must be a folder path (${PS2SDK})") +endif() + +if(NOT IS_DIRECTORY "${GSKIT}") + message(FATAL_ERROR "GSKIT must be a folder path (${GSKIT})") +endif() + +set(CMAKE_DSM_SOURCE_FILE_EXTENSIONS "dsm") + +set(CMAKE_C_COMPILER "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-gcc" CACHE FILEPATH "C compiler") +set(CMAKE_CXX_COMPILER "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-g++" CACHE FILEPATH "CXX compiler") +set(CMAKE_ASM_COMPILER "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-g++" CACHE FILEPATH "ASM assembler") +set(CMAKE_DSM_COMPILER "${PS2DEV}/dvp/bin/dvp-as" CACHE FILEPATH "DSM assembler") +set(CMAKE_AR "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-ar" CACHE FILEPATH "archiver") +set(CMAKE_LINKER "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-ld" CACHE FILEPATH "Linker") +set(CMAKE_RANLIB "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-ranlib" CACHE FILEPATH "ranlib") +set(CMAKE_STRIP "${PS2DEV}/ee/bin/mips64r5900el-ps2-elf-strip" CACHE FILEPATH "strip") + +set(CMAKE_ASM_FLAGS_INIT "-G0 -I\"${PS2SDK}/ee/include\" -I\"${PS2SDK}/common/include\" -D_EE") +set(CMAKE_C_FLAGS_INIT "-G0 -fno-common -I\"${PS2SDK}/ee/include\" -I\"${PS2SDK}/common/include\" -D_EE") +set(CMAKE_CXX_FLAGS_INIT "-G0 -fno-common -I\"${PS2SDK}/ee/include\" -I\"${PS2SDK}/common/include\" -D_EE") +set(CMAKE_EXE_LINKER_FLAGS_INIT "-G0 -L\"${PS2SDK}/ee/lib\" -Wl,-r -Wl,-d") + +set(CMAKE_FIND_ROOT_PATH "${PS2DEV}/ee" "${PS2SDK}/ee" "${GSKIT}") +set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) +set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) +set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY) +set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) + +set(PS2 1) +set(EE 1) + +set(CMAKE_EXECUTABLE_SUFFIX ".elf") + +function(add_erl_executable TARGET) + cmake_parse_arguments("AEE" "" "OUTPUT_VAR" "" ${ARGN}) + + get_target_property(output_dir "${TARGET}" RUNTIME_OUTPUT_DIRECTORY) + if(NOT output_dir) + set(output_dir ${CMAKE_CURRENT_BINARY_DIR}) + endif() + + get_target_property(output_name ${TARGET} OUTPUT_NAME) + if(NOT output_name) + set(output_name ${TARGET}) + endif() + set(outfile "${output_dir}/${output_name}.erl") + + add_custom_command(OUTPUT "${outfile}" + COMMAND "${CMAKE_COMMAND}" -E copy "$" "${outfile}" + COMMAND "${CMAKE_STRIP}" --strip-unneeded -R .mdebug.eabi64 -R .reginfo -R .comment "${outfile}" + DEPENDS ${TARGET} + ) + add_custom_target("${TARGET}_erl" ALL + DEPENDS "${outfile}" + ) + + if(AEE_OUTPUT_VAR) + set("${AEE_OUTPUT_VAR}" "${outfile}" PARENT_SCOPE) + endif() +endfunction() diff --git a/docker_rebuild_ps2.sh b/docker_rebuild_ps2.sh new file mode 100755 index 0000000..cf8148f --- /dev/null +++ b/docker_rebuild_ps2.sh @@ -0,0 +1,22 @@ +#!/bin/bash + +TARGET=release_ps2 + +set -e + +LIBRWDIR=$(dirname "$(readlink -f "$0")") +echo "LIBRWDIR is $LIBRWDIR" + +cd "$LIBRWDIR" + +premake5 gmake + +docker rm librw_instance -f >/dev/null 2>&1 || true +docker stop librw_instance -t 0 >/dev/null 2>&1 || true + +docker pull librw/librw +docker run -v "$LIBRWDIR:/librw:rw,z" --name librw_instance -d librw/librw sleep infinity +docker exec -u builder librw_instance /bin/bash -c "cd /librw/build && make clean config=$TARGET && make config=$TARGET verbose=1" + +docker rm librw_instance -f >/dev/null 2>&1 || true +docker stop librw_instance -t 0 >/dev/null 2>&1 || true diff --git a/premake-vs2019.cmd b/premake-vs2019.cmd new file mode 100644 index 0000000..18298f5 --- /dev/null +++ b/premake-vs2019.cmd @@ -0,0 +1 @@ +premake5 vs2019 \ No newline at end of file diff --git a/premake5.exe b/premake5.exe new file mode 100644 index 0000000..9048d51 Binary files /dev/null and b/premake5.exe differ diff --git a/premake5.lua b/premake5.lua new file mode 100755 index 0000000..0cb4afa --- /dev/null +++ b/premake5.lua @@ -0,0 +1,304 @@ +newoption { + trigger = "gfxlib", + value = "LIBRARY", + description = "Choose a particular development library", + default = "glfw", + allowed = { + { "glfw", "GLFW" }, + { "sdl2", "SDL2" }, + { "sdl3", "SDL3" }, + }, +} + +newoption { + trigger = "glfwdir64", + value = "PATH", + description = "Directory of glfw", + default = "../glfw-3.3.4.bin.WIN64", +} + +newoption { + trigger = "glfwdir32", + value = "PATH", + description = "Directory of glfw", + default = "../glfw-3.3.4.bin.WIN32", +} + +newoption { + trigger = "sdl2dir", + value = "PATH", + description = "Directory of sdl2", + default = "../SDL2-2.32.10", +} + +newoption { + trigger = "sdl3dir", + value = "PATH", + description = "Directory of sdl3", + default = "../SDL3-3.2.22", +} + +workspace "librw" + location "build" + language "C++" + + configurations { "Release", "Debug" } + filter { "system:windows" } + configurations { "ReleaseStatic" } + platforms { "win-x86-null", "win-x86-gl3", "win-x86-d3d9", + "win-amd64-null", "win-amd64-gl3", "win-amd64-d3d9" } + filter { "system:linux" } + platforms { "linux-x86-null", "linux-x86-gl3", + "linux-amd64-null", "linux-amd64-gl3", + "linux-arm-null", "linux-arm-gl3", + "ps2" } + if _OPTIONS["gfxlib"] == "sdl2" then + includedirs { "/usr/include/SDL2" } + end + filter {} + + filter "configurations:Debug" + defines { "DEBUG" } + symbols "On" + filter "configurations:Release*" + defines { "NDEBUG" } + optimize "On" + filter "configurations:ReleaseStatic" + staticruntime("On") + + filter { "platforms:*null" } + defines { "RW_NULL" } + filter { "platforms:*gl3" } + defines { "RW_GL3" } + if _OPTIONS["gfxlib"] == "sdl2" then + defines { "LIBRW_SDL2" } + elseif _OPTIONS["gfxlib"] == "sdl3" then + defines { "LIBRW_SDL3" } + elseif _OPTIONS["gfxlib"] == "glfw" then + defines { "LIBRW_GLFW" } + end + filter { "platforms:*d3d9" } + defines { "RW_D3D9" } + filter { "platforms:ps2" } + defines { "RW_PS2" } + toolset "gcc" + gccprefix 'ee-' + buildoptions { "-nostdlib", "-fno-common" } + includedirs { "$(PS2SDK)/ee/include", "$(PS2SDK)/common/include" } + optimize "Off" + + filter { "platforms:*amd64*" } + architecture "x86_64" + filter { "platforms:*x86*" } + architecture "x86" + filter { "platforms:*arm*" } + architecture "ARM" + + filter { "platforms:win*" } + system "windows" + filter { "platforms:linux*" } + system "linux" + + filter { "platforms:win*gl3" } + includedirs { path.join(_OPTIONS["sdl2dir"], "include") } + filter { "platforms:win-x86-gl3" } + includedirs { path.join(_OPTIONS["glfwdir32"], "include") } + filter { "platforms:win-amd64-gl3" } + includedirs { path.join(_OPTIONS["glfwdir64"], "include") } + + filter "action:vs*" + buildoptions { "/wd4996", "/wd4244" } + + filter { "platforms:win*gl3", "action:not vs*" } + if _OPTIONS["gfxlib"] == "sdl2" then + includedirs { "/mingw/include/SDL2" } -- TODO: Detect this properly + end + + filter {} + + Libdir = "lib/%{cfg.platform}/%{cfg.buildcfg}" + Bindir = "bin/%{cfg.platform}/%{cfg.buildcfg}" + +project "librw" + kind "StaticLib" + targetname "rw" + targetdir (Libdir) + defines { "LODEPNG_NO_COMPILE_CPP" } + files { "src/*.*" } + files { "src/*/*.*" } + filter { "platforms:*gl3" } + files { "src/gl/glad/*.*" } + +project "dumprwtree" + kind "ConsoleApp" + targetdir (Bindir) + removeplatforms { "*gl3", "*d3d9", "ps2" } + files { "tools/dumprwtree/*" } + includedirs { "." } + libdirs { Libdir } + links { "librw" } + +function findlibs() + filter { "platforms:linux*gl3" } + links { "GL" } + if _OPTIONS["gfxlib"] == "glfw" then + links { "glfw" } + elseif _OPTIONS["gfxlib"] == "sdl2" then + links { "SDL2" } + elseif _OPTIONS["gfxlib"] == "sdl3" then + links { "SDL3" } + end + filter { "platforms:win-amd64-gl3" } + libdirs { path.join(_OPTIONS["glfwdir64"], "lib-vc2015") } + libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x64") } + libdirs { path.join(_OPTIONS["sdl3dir"], "lib/x64") } + filter { "platforms:win-x86-gl3" } + libdirs { path.join(_OPTIONS["glfwdir32"], "lib-vc2015") } + libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x86") } + libdirs { path.join(_OPTIONS["sdl3dir"], "lib/x86") } + filter { "platforms:win*gl3" } + links { "opengl32" } + if _OPTIONS["gfxlib"] == "glfw" then + links { "glfw3" } + elseif _OPTIONS["gfxlib"] == "sdl2" then + links { "SDL2" } + elseif _OPTIONS["gfxlib"] == "sdl3" then + links { "SDL3" } + end + filter { "platforms:*d3d9" } + links { "gdi32", "d3d9" } + filter { "platforms:*d3d9", "action:vs*" } + links { "Xinput9_1_0" } + filter {} +end + +function skeleton() + files { "skeleton/*.cpp", "skeleton/*.h" } + files { "skeleton/imgui/*.cpp", "skeleton/imgui/*.h" } + includedirs { "skeleton" } +end + +function skeltool(dir) + targetdir (Bindir) + files { path.join("tools", dir, "*.cpp"), + path.join("tools", dir, "*.h") } + vpaths { + {["src"] = { path.join("tools", dir, "*") }}, + {["skeleton"] = { "skeleton/*" }}, + } + skeleton() + debugdir ( path.join("tools", dir) ) + includedirs { "." } + libdirs { Libdir } + links { "librw" } + findlibs() +end + +function vucode() + filter "files:**.dsm" + buildcommands { + 'cpp "%{file.relpath}" | dvp-as -o "%{cfg.objdir}/%{file.basename}.o"' + } + buildoutputs { '%{cfg.objdir}/%{file.basename}.o' } + filter {} +end + +project "playground" + kind "WindowedApp" + characterset ("MBCS") + skeltool("playground") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } -- for now + +project "imguitest" + kind "WindowedApp" + characterset ("MBCS") + skeltool("imguitest") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "lights" + kind "WindowedApp" + characterset ("MBCS") + skeltool("lights") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "subrast" + kind "WindowedApp" + characterset ("MBCS") + skeltool("subrast") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "camera" + kind "WindowedApp" + characterset ("MBCS") + skeltool("camera") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "im2d" + kind "WindowedApp" + characterset ("MBCS") + skeltool("im2d") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "im3d" + kind "WindowedApp" + characterset ("MBCS") + skeltool("im3d") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + +project "ska2anm" + kind "ConsoleApp" + characterset ("MBCS") + targetdir (Bindir) + files { path.join("tools/ska2anm", "*.cpp"), + path.join("tools/ska2anm", "*.h") } + debugdir ( path.join("tools/ska2nm") ) + includedirs { "." } + libdirs { Libdir } + links { "librw" } + findlibs() + removeplatforms { "*gl3", "*d3d9", "*ps2" } + +project "ps2test" + kind "ConsoleApp" + targetdir (Bindir) + vucode() + removeplatforms { "*gl3", "*d3d9", "*null" } + targetextension '.elf' + includedirs { "." } + files { "tools/ps2test/*.cpp", + "tools/ps2test/vu/*.dsm", + "tools/ps2test/*.h" } + libdirs { "$(PS2SDK)/ee/lib" } + links { "librw" } + +--project "ps2rastertest" +-- kind "ConsoleApp" +-- targetdir (Bindir) +-- removeplatforms { "*gl3", "*d3d9" } +-- files { "tools/ps2rastertest/*.cpp" } +-- includedirs { "." } +-- libdirs { Libdir } +-- links { "librw" } + +project "hopalong" + kind "WindowedApp" + characterset ("MBCS") + skeltool("hopalong") + entrypoint("WinMainCRTStartup") + removeplatforms { "*null" } + removeplatforms { "ps2" } + diff --git a/rw.h b/rw.h new file mode 100644 index 0000000..fb9829f --- /dev/null +++ b/rw.h @@ -0,0 +1,25 @@ +#include +#include +#include + +#include "src/rwbase.h" +#include "src/rwerror.h" +#include "src/rwplg.h" +#include "src/rwrender.h" +#include "src/rwengine.h" +#include "src/rwpipeline.h" +#include "src/rwobjects.h" +#include "src/rwanim.h" +#include "src/rwplugins.h" +#include "src/rwuserdata.h" +#include "src/rwcharset.h" +#include "src/ps2/rwps2.h" +#include "src/ps2/rwps2plg.h" +#include "src/d3d/rwxbox.h" +#include "src/d3d/rwd3d.h" +#include "src/d3d/rwd3d8.h" +#include "src/d3d/rwd3d9.h" +#include "src/gl/rwwdgl.h" +#include "src/gl/rwgl3.h" +#include "src/gl/rwgl3shader.h" +#include "src/gl/rwgl3plg.h" diff --git a/skeleton/CMakeLists.txt b/skeleton/CMakeLists.txt new file mode 100644 index 0000000..d6956be --- /dev/null +++ b/skeleton/CMakeLists.txt @@ -0,0 +1,86 @@ +add_library(librw_skeleton + glfw.cpp + sdl2.cpp + sdl3.cpp + skeleton.cpp + skeleton.h + win.cpp + + imgui/imgui_impl_rw.cpp + imgui/imgui_impl_rw.h + + imgui/imconfig.h + imgui/imgui.cpp + imgui/imgui.h + imgui/imgui_demo.cpp + imgui/imgui_draw.cpp + imgui/imgui_internal.h + imgui/imgui_tables.cpp + imgui/imgui_widgets.cpp + imgui/imstb_rectpack.h + imgui/imstb_textedit.h + imgui/imstb_truetype.h + + imgui/ImGuizmo.cpp + imgui/ImGuizmo.h +) +add_library(librw::skeleton ALIAS librw_skeleton) +target_compile_features(librw_skeleton PUBLIC cxx_std_11) + +set_target_properties(librw_skeleton + PROPERTIES + PREFIX "" + EXPORT_NAME skeleton + CXX_STANDARD 11 +) + +target_link_libraries(librw_skeleton + PRIVATE + librw +) + +if (LIBRW_GL3_GFXLIB MATCHES "SDL[23]") + target_compile_definitions(librw_skeleton PRIVATE SDL_MAIN_HANDLED) +endif() + +target_include_directories(librw_skeleton + PUBLIC + $ + $ +) + +if(LIBRW_INSTALL) + install( + FILES + skeleton.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/skeleton" + ) + + install( + FILES + imgui/imconfig.h + imgui/imgui.h + imgui/imgui_impl_rw.h + imgui/imgui_internal.h + imgui/ImGuizmo.h + imgui/imstb_rectpack.h + imgui/imstb_textedit.h + imgui/imstb_truetype.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/skeleton/imgui" + ) + + install( + FILES + imgui/LICENSE_imgui.txt + imgui/LICENSE_imguizmo.txt + DESTINATION "${CMAKE_INSTALL_DOCDIR}" + ) + + install( + TARGETS librw_skeleton + EXPORT librw-targets + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" + ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" + ) +endif() diff --git a/skeleton/glfw.cpp b/skeleton/glfw.cpp new file mode 100644 index 0000000..4ad4b06 --- /dev/null +++ b/skeleton/glfw.cpp @@ -0,0 +1,271 @@ +#ifdef LIBRW_GLFW + +#include +#include "skeleton.h" + +using namespace sk; +using namespace rw; + +#ifdef RW_OPENGL + +GLFWwindow *window; +int keymap[GLFW_KEY_LAST+1]; + +static void +initkeymap(void) +{ + int i; + for(i = 0; i < GLFW_KEY_LAST+1; i++) + keymap[i] = KEY_NULL; + keymap[GLFW_KEY_SPACE] = ' '; + keymap[GLFW_KEY_APOSTROPHE] = '\''; + keymap[GLFW_KEY_COMMA] = ','; + keymap[GLFW_KEY_MINUS] = '-'; + keymap[GLFW_KEY_PERIOD] = '.'; + keymap[GLFW_KEY_SLASH] = '/'; + keymap[GLFW_KEY_0] = '0'; + keymap[GLFW_KEY_1] = '1'; + keymap[GLFW_KEY_2] = '2'; + keymap[GLFW_KEY_3] = '3'; + keymap[GLFW_KEY_4] = '4'; + keymap[GLFW_KEY_5] = '5'; + keymap[GLFW_KEY_6] = '6'; + keymap[GLFW_KEY_7] = '7'; + keymap[GLFW_KEY_8] = '8'; + keymap[GLFW_KEY_9] = '9'; + keymap[GLFW_KEY_SEMICOLON] = ';'; + keymap[GLFW_KEY_EQUAL] = '='; + keymap[GLFW_KEY_A] = 'A'; + keymap[GLFW_KEY_B] = 'B'; + keymap[GLFW_KEY_C] = 'C'; + keymap[GLFW_KEY_D] = 'D'; + keymap[GLFW_KEY_E] = 'E'; + keymap[GLFW_KEY_F] = 'F'; + keymap[GLFW_KEY_G] = 'G'; + keymap[GLFW_KEY_H] = 'H'; + keymap[GLFW_KEY_I] = 'I'; + keymap[GLFW_KEY_J] = 'J'; + keymap[GLFW_KEY_K] = 'K'; + keymap[GLFW_KEY_L] = 'L'; + keymap[GLFW_KEY_M] = 'M'; + keymap[GLFW_KEY_N] = 'N'; + keymap[GLFW_KEY_O] = 'O'; + keymap[GLFW_KEY_P] = 'P'; + keymap[GLFW_KEY_Q] = 'Q'; + keymap[GLFW_KEY_R] = 'R'; + keymap[GLFW_KEY_S] = 'S'; + keymap[GLFW_KEY_T] = 'T'; + keymap[GLFW_KEY_U] = 'U'; + keymap[GLFW_KEY_V] = 'V'; + keymap[GLFW_KEY_W] = 'W'; + keymap[GLFW_KEY_X] = 'X'; + keymap[GLFW_KEY_Y] = 'Y'; + keymap[GLFW_KEY_Z] = 'Z'; + keymap[GLFW_KEY_LEFT_BRACKET] = '['; + keymap[GLFW_KEY_BACKSLASH] = '\\'; + keymap[GLFW_KEY_RIGHT_BRACKET] = ']'; + keymap[GLFW_KEY_GRAVE_ACCENT] = '`'; + keymap[GLFW_KEY_ESCAPE] = KEY_ESC; + keymap[GLFW_KEY_ENTER] = KEY_ENTER; + keymap[GLFW_KEY_TAB] = KEY_TAB; + keymap[GLFW_KEY_BACKSPACE] = KEY_BACKSP; + keymap[GLFW_KEY_INSERT] = KEY_INS; + keymap[GLFW_KEY_DELETE] = KEY_DEL; + keymap[GLFW_KEY_RIGHT] = KEY_RIGHT; + keymap[GLFW_KEY_LEFT] = KEY_LEFT; + keymap[GLFW_KEY_DOWN] = KEY_DOWN; + keymap[GLFW_KEY_UP] = KEY_UP; + keymap[GLFW_KEY_PAGE_UP] = KEY_PGUP; + keymap[GLFW_KEY_PAGE_DOWN] = KEY_PGDN; + keymap[GLFW_KEY_HOME] = KEY_HOME; + keymap[GLFW_KEY_END] = KEY_END; + keymap[GLFW_KEY_CAPS_LOCK] = KEY_CAPSLK; + keymap[GLFW_KEY_SCROLL_LOCK] = KEY_NULL; + keymap[GLFW_KEY_NUM_LOCK] = KEY_NULL; + keymap[GLFW_KEY_PRINT_SCREEN] = KEY_NULL; + keymap[GLFW_KEY_PAUSE] = KEY_NULL; + + keymap[GLFW_KEY_F1] = KEY_F1; + keymap[GLFW_KEY_F2] = KEY_F2; + keymap[GLFW_KEY_F3] = KEY_F3; + keymap[GLFW_KEY_F4] = KEY_F4; + keymap[GLFW_KEY_F5] = KEY_F5; + keymap[GLFW_KEY_F6] = KEY_F6; + keymap[GLFW_KEY_F7] = KEY_F7; + keymap[GLFW_KEY_F8] = KEY_F8; + keymap[GLFW_KEY_F9] = KEY_F9; + keymap[GLFW_KEY_F10] = KEY_F10; + keymap[GLFW_KEY_F11] = KEY_F11; + keymap[GLFW_KEY_F12] = KEY_F12; + keymap[GLFW_KEY_F13] = KEY_NULL; + keymap[GLFW_KEY_F14] = KEY_NULL; + keymap[GLFW_KEY_F15] = KEY_NULL; + keymap[GLFW_KEY_F16] = KEY_NULL; + keymap[GLFW_KEY_F17] = KEY_NULL; + keymap[GLFW_KEY_F18] = KEY_NULL; + keymap[GLFW_KEY_F19] = KEY_NULL; + keymap[GLFW_KEY_F20] = KEY_NULL; + keymap[GLFW_KEY_F21] = KEY_NULL; + keymap[GLFW_KEY_F22] = KEY_NULL; + keymap[GLFW_KEY_F23] = KEY_NULL; + keymap[GLFW_KEY_F24] = KEY_NULL; + keymap[GLFW_KEY_F25] = KEY_NULL; + keymap[GLFW_KEY_KP_0] = KEY_NULL; + keymap[GLFW_KEY_KP_1] = KEY_NULL; + keymap[GLFW_KEY_KP_2] = KEY_NULL; + keymap[GLFW_KEY_KP_3] = KEY_NULL; + keymap[GLFW_KEY_KP_4] = KEY_NULL; + keymap[GLFW_KEY_KP_5] = KEY_NULL; + keymap[GLFW_KEY_KP_6] = KEY_NULL; + keymap[GLFW_KEY_KP_7] = KEY_NULL; + keymap[GLFW_KEY_KP_8] = KEY_NULL; + keymap[GLFW_KEY_KP_9] = KEY_NULL; + keymap[GLFW_KEY_KP_DECIMAL] = KEY_NULL; + keymap[GLFW_KEY_KP_DIVIDE] = KEY_NULL; + keymap[GLFW_KEY_KP_MULTIPLY] = KEY_NULL; + keymap[GLFW_KEY_KP_SUBTRACT] = KEY_NULL; + keymap[GLFW_KEY_KP_ADD] = KEY_NULL; + keymap[GLFW_KEY_KP_ENTER] = KEY_NULL; + keymap[GLFW_KEY_KP_EQUAL] = KEY_NULL; + keymap[GLFW_KEY_LEFT_SHIFT] = KEY_LSHIFT; + keymap[GLFW_KEY_LEFT_CONTROL] = KEY_LCTRL; + keymap[GLFW_KEY_LEFT_ALT] = KEY_LALT; + keymap[GLFW_KEY_LEFT_SUPER] = KEY_NULL; + keymap[GLFW_KEY_RIGHT_SHIFT] = KEY_RSHIFT; + keymap[GLFW_KEY_RIGHT_CONTROL] = KEY_RCTRL; + keymap[GLFW_KEY_RIGHT_ALT] = KEY_RALT; + keymap[GLFW_KEY_RIGHT_SUPER] = KEY_NULL; + keymap[GLFW_KEY_MENU] = KEY_NULL; +} + +static void KeyUp(int key) { EventHandler(KEYUP, &key); } +static void KeyDown(int key) { EventHandler(KEYDOWN, &key); } + +static void +keypress(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if(key >= 0 && key <= GLFW_KEY_LAST){ + if(action == GLFW_RELEASE) KeyUp(keymap[key]); + else if(action == GLFW_PRESS) KeyDown(keymap[key]); + else if(action == GLFW_REPEAT) KeyDown(keymap[key]); + } +} + +static void +charinput(GLFWwindow *window, unsigned int c) +{ + EventHandler(CHARINPUT, (void*)(uintptr)c); +} + +static void +resize(GLFWwindow *window, int w, int h) +{ + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = w; + r.h = h; + EventHandler(RESIZE, &r); +} + +static void +mousemove(GLFWwindow *window, double x, double y) +{ + sk::MouseState ms; + ms.posx = x; + ms.posy = y; + EventHandler(MOUSEMOVE, &ms); +} + +static void +mousebtn(GLFWwindow *window, int button, int action, int mods) +{ + static int buttons = 0; + sk::MouseState ms; + + switch(button){ + case GLFW_MOUSE_BUTTON_LEFT: + if(action == GLFW_PRESS) + buttons |= 1; + else + buttons &= ~1; + break; + case GLFW_MOUSE_BUTTON_MIDDLE: + if(action == GLFW_PRESS) + buttons |= 2; + else + buttons &= ~2; + break; + case GLFW_MOUSE_BUTTON_RIGHT: + if(action == GLFW_PRESS) + buttons |= 4; + else + buttons &= ~4; + break; + } + + ms.buttons = buttons; + EventHandler(MOUSEBTN, &ms); +} + +static void +mousewheel(GLFWwindow *window, double x, double y) +{ + sk::MouseState ms; + ms.wheelDelta = y; + EventHandler(MOUSEWHEEL, &ms); +} + +int +main(int argc, char *argv[]) +{ + args.argc = argc; + args.argv = argv; + + if(EventHandler(INITIALIZE, nil) == EVENTERROR) + return 0; + + engineOpenParams.width = sk::globals.width; + engineOpenParams.height = sk::globals.height; + engineOpenParams.windowtitle = sk::globals.windowtitle; + engineOpenParams.window = &window; + + if(EventHandler(RWINITIALIZE, nil) == EVENTERROR) + return 0; + + initkeymap(); + glfwSetKeyCallback(window, keypress); + glfwSetCharCallback(window, charinput); + glfwSetWindowSizeCallback(window, resize); + glfwSetCursorPosCallback(window, mousemove); + glfwSetMouseButtonCallback(window, mousebtn); + glfwSetScrollCallback(window, mousewheel); + + float lastTime = glfwGetTime()*1000; + while(!sk::globals.quit && !glfwWindowShouldClose(window)){ + float currTime = glfwGetTime()*1000; + float timeDelta = (currTime - lastTime)*0.001f; + glfwPollEvents(); + + EventHandler(IDLE, &timeDelta); + + lastTime = currTime; + } + + EventHandler(RWTERMINATE, nil); + + return 0; +} + +namespace sk { + +void +SetMousePosition(int x, int y) +{ + glfwSetCursorPos(*engineOpenParams.window, (double)x, (double)y); +} + +} + +#endif +#endif diff --git a/skeleton/imgui/ImGuizmo.cpp b/skeleton/imgui/ImGuizmo.cpp new file mode 100644 index 0000000..75ce9b9 --- /dev/null +++ b/skeleton/imgui/ImGuizmo.cpp @@ -0,0 +1,3152 @@ +// https://github.com/CedricGuillemet/ImGuizmo +// v1.91.3 WIP +// +// The MIT License(MIT) +// +// Copyright(c) 2021 Cedric Guillemet +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui.h" +#include "imgui_internal.h" +#include "ImGuizmo.h" + +#if defined(_MSC_VER) || defined(__MINGW32__) +#include +#endif +#if !defined(_MSC_VER) && !defined(__MINGW64_VERSION_MAJOR) +#define _malloca(x) alloca(x) +#define _freea(x) +#endif + +// includes patches for multiview from +// https://github.com/CedricGuillemet/ImGuizmo/issues/15 + +namespace IMGUIZMO_NAMESPACE +{ + static const float ZPI = 3.14159265358979323846f; + static const float RAD2DEG = (180.f / ZPI); + static const float DEG2RAD = (ZPI / 180.f); + const float screenRotateSize = 0.06f; + // scale a bit so translate axis do not touch when in universal + const float rotationDisplayFactor = 1.2f; + + static OPERATION operator&(OPERATION lhs, OPERATION rhs) + { + return static_cast(static_cast(lhs) & static_cast(rhs)); + } + + static bool operator!=(OPERATION lhs, int rhs) + { + return static_cast(lhs) != rhs; + } + + static bool Intersects(OPERATION lhs, OPERATION rhs) + { + return (lhs & rhs) != 0; + } + + // True if lhs contains rhs + static bool Contains(OPERATION lhs, OPERATION rhs) + { + return (lhs & rhs) == rhs; + } + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // utility and math + + void FPU_MatrixF_x_MatrixF(const float* a, const float* b, float* r) + { + r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12]; + r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13]; + r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14]; + r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15]; + + r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12]; + r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13]; + r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14]; + r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15]; + + r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12]; + r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13]; + r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14]; + r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15]; + + r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12]; + r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13]; + r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14]; + r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15]; + } + + void Frustum(float left, float right, float bottom, float top, float znear, float zfar, float* m16) + { + float temp, temp2, temp3, temp4; + temp = 2.0f * znear; + temp2 = right - left; + temp3 = top - bottom; + temp4 = zfar - znear; + m16[0] = temp / temp2; + m16[1] = 0.0; + m16[2] = 0.0; + m16[3] = 0.0; + m16[4] = 0.0; + m16[5] = temp / temp3; + m16[6] = 0.0; + m16[7] = 0.0; + m16[8] = (right + left) / temp2; + m16[9] = (top + bottom) / temp3; + m16[10] = (-zfar - znear) / temp4; + m16[11] = -1.0f; + m16[12] = 0.0; + m16[13] = 0.0; + m16[14] = (-temp * zfar) / temp4; + m16[15] = 0.0; + } + + void Perspective(float fovyInDegrees, float aspectRatio, float znear, float zfar, float* m16) + { + float ymax, xmax; + ymax = znear * tanf(fovyInDegrees * DEG2RAD); + xmax = ymax * aspectRatio; + Frustum(-xmax, xmax, -ymax, ymax, znear, zfar, m16); + } + + void Cross(const float* a, const float* b, float* r) + { + r[0] = a[1] * b[2] - a[2] * b[1]; + r[1] = a[2] * b[0] - a[0] * b[2]; + r[2] = a[0] * b[1] - a[1] * b[0]; + } + + float Dot(const float* a, const float* b) + { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; + } + + void Normalize(const float* a, float* r) + { + float il = 1.f / (sqrtf(Dot(a, a)) + FLT_EPSILON); + r[0] = a[0] * il; + r[1] = a[1] * il; + r[2] = a[2] * il; + } + + void LookAt(const float* eye, const float* at, const float* up, float* m16) + { + float X[3], Y[3], Z[3], tmp[3]; + + tmp[0] = eye[0] - at[0]; + tmp[1] = eye[1] - at[1]; + tmp[2] = eye[2] - at[2]; + Normalize(tmp, Z); + Normalize(up, Y); + Cross(Y, Z, tmp); + Normalize(tmp, X); + Cross(Z, X, tmp); + Normalize(tmp, Y); + + m16[0] = X[0]; + m16[1] = Y[0]; + m16[2] = Z[0]; + m16[3] = 0.0f; + m16[4] = X[1]; + m16[5] = Y[1]; + m16[6] = Z[1]; + m16[7] = 0.0f; + m16[8] = X[2]; + m16[9] = Y[2]; + m16[10] = Z[2]; + m16[11] = 0.0f; + m16[12] = -Dot(X, eye); + m16[13] = -Dot(Y, eye); + m16[14] = -Dot(Z, eye); + m16[15] = 1.0f; + } + + template T Clamp(T x, T y, T z) { return ((x < y) ? y : ((x > z) ? z : x)); } + template T max(T x, T y) { return (x > y) ? x : y; } + template T min(T x, T y) { return (x < y) ? x : y; } + template bool IsWithin(T x, T y, T z) { return (x >= y) && (x <= z); } + + struct matrix_t; + struct vec_t + { + public: + float x, y, z, w; + + void Lerp(const vec_t& v, float t) + { + x += (v.x - x) * t; + y += (v.y - y) * t; + z += (v.z - z) * t; + w += (v.w - w) * t; + } + + void Set(float v) { x = y = z = w = v; } + void Set(float _x, float _y, float _z = 0.f, float _w = 0.f) { x = _x; y = _y; z = _z; w = _w; } + + vec_t& operator -= (const vec_t& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } + vec_t& operator += (const vec_t& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } + vec_t& operator *= (const vec_t& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; } + vec_t& operator *= (float v) { x *= v; y *= v; z *= v; w *= v; return *this; } + + vec_t operator * (float f) const; + vec_t operator - () const; + vec_t operator - (const vec_t& v) const; + vec_t operator + (const vec_t& v) const; + vec_t operator * (const vec_t& v) const; + + const vec_t& operator + () const { return (*this); } + float Length() const { return sqrtf(x * x + y * y + z * z); }; + float LengthSq() const { return (x * x + y * y + z * z); }; + vec_t Normalize() { (*this) *= (1.f / ( Length() > FLT_EPSILON ? Length() : FLT_EPSILON ) ); return (*this); } + vec_t Normalize(const vec_t& v) { this->Set(v.x, v.y, v.z, v.w); this->Normalize(); return (*this); } + vec_t Abs() const; + + void Cross(const vec_t& v) + { + vec_t res; + res.x = y * v.z - z * v.y; + res.y = z * v.x - x * v.z; + res.z = x * v.y - y * v.x; + + x = res.x; + y = res.y; + z = res.z; + w = 0.f; + } + + void Cross(const vec_t& v1, const vec_t& v2) + { + x = v1.y * v2.z - v1.z * v2.y; + y = v1.z * v2.x - v1.x * v2.z; + z = v1.x * v2.y - v1.y * v2.x; + w = 0.f; + } + + float Dot(const vec_t& v) const + { + return (x * v.x) + (y * v.y) + (z * v.z) + (w * v.w); + } + + float Dot3(const vec_t& v) const + { + return (x * v.x) + (y * v.y) + (z * v.z); + } + + void Transform(const matrix_t& matrix); + void Transform(const vec_t& s, const matrix_t& matrix); + + void TransformVector(const matrix_t& matrix); + void TransformPoint(const matrix_t& matrix); + void TransformVector(const vec_t& v, const matrix_t& matrix) { (*this) = v; this->TransformVector(matrix); } + void TransformPoint(const vec_t& v, const matrix_t& matrix) { (*this) = v; this->TransformPoint(matrix); } + + float& operator [] (size_t index) { return ((float*)&x)[index]; } + const float& operator [] (size_t index) const { return ((float*)&x)[index]; } + bool operator!=(const vec_t& other) const { return memcmp(this, &other, sizeof(vec_t)) != 0; } + }; + + vec_t makeVect(float _x, float _y, float _z = 0.f, float _w = 0.f) { vec_t res; res.x = _x; res.y = _y; res.z = _z; res.w = _w; return res; } + vec_t makeVect(ImVec2 v) { vec_t res; res.x = v.x; res.y = v.y; res.z = 0.f; res.w = 0.f; return res; } + vec_t vec_t::operator * (float f) const { return makeVect(x * f, y * f, z * f, w * f); } + vec_t vec_t::operator - () const { return makeVect(-x, -y, -z, -w); } + vec_t vec_t::operator - (const vec_t& v) const { return makeVect(x - v.x, y - v.y, z - v.z, w - v.w); } + vec_t vec_t::operator + (const vec_t& v) const { return makeVect(x + v.x, y + v.y, z + v.z, w + v.w); } + vec_t vec_t::operator * (const vec_t& v) const { return makeVect(x * v.x, y * v.y, z * v.z, w * v.w); } + vec_t vec_t::Abs() const { return makeVect(fabsf(x), fabsf(y), fabsf(z)); } + + vec_t Normalized(const vec_t& v) { vec_t res; res = v; res.Normalize(); return res; } + vec_t Cross(const vec_t& v1, const vec_t& v2) + { + vec_t res; + res.x = v1.y * v2.z - v1.z * v2.y; + res.y = v1.z * v2.x - v1.x * v2.z; + res.z = v1.x * v2.y - v1.y * v2.x; + res.w = 0.f; + return res; + } + + float Dot(const vec_t& v1, const vec_t& v2) + { + return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); + } + + vec_t BuildPlan(const vec_t& p_point1, const vec_t& p_normal) + { + vec_t normal, res; + normal.Normalize(p_normal); + res.w = normal.Dot(p_point1); + res.x = normal.x; + res.y = normal.y; + res.z = normal.z; + return res; + } + + struct matrix_t + { + public: + + union + { + float m[4][4]; + float m16[16]; + struct + { + vec_t right, up, dir, position; + } v; + vec_t component[4]; + }; + + operator float* () { return m16; } + operator const float* () const { return m16; } + void Translation(float _x, float _y, float _z) { this->Translation(makeVect(_x, _y, _z)); } + + void Translation(const vec_t& vt) + { + v.right.Set(1.f, 0.f, 0.f, 0.f); + v.up.Set(0.f, 1.f, 0.f, 0.f); + v.dir.Set(0.f, 0.f, 1.f, 0.f); + v.position.Set(vt.x, vt.y, vt.z, 1.f); + } + + void Scale(float _x, float _y, float _z) + { + v.right.Set(_x, 0.f, 0.f, 0.f); + v.up.Set(0.f, _y, 0.f, 0.f); + v.dir.Set(0.f, 0.f, _z, 0.f); + v.position.Set(0.f, 0.f, 0.f, 1.f); + } + void Scale(const vec_t& s) { Scale(s.x, s.y, s.z); } + + matrix_t& operator *= (const matrix_t& mat) + { + matrix_t tmpMat; + tmpMat = *this; + tmpMat.Multiply(mat); + *this = tmpMat; + return *this; + } + matrix_t operator * (const matrix_t& mat) const + { + matrix_t matT; + matT.Multiply(*this, mat); + return matT; + } + + void Multiply(const matrix_t& matrix) + { + matrix_t tmp; + tmp = *this; + + FPU_MatrixF_x_MatrixF((float*)&tmp, (float*)&matrix, (float*)this); + } + + void Multiply(const matrix_t& m1, const matrix_t& m2) + { + FPU_MatrixF_x_MatrixF((float*)&m1, (float*)&m2, (float*)this); + } + + float GetDeterminant() const + { + return m[0][0] * m[1][1] * m[2][2] + m[0][1] * m[1][2] * m[2][0] + m[0][2] * m[1][0] * m[2][1] - + m[0][2] * m[1][1] * m[2][0] - m[0][1] * m[1][0] * m[2][2] - m[0][0] * m[1][2] * m[2][1]; + } + + float Inverse(const matrix_t& srcMatrix, bool affine = false); + void SetToIdentity() + { + v.right.Set(1.f, 0.f, 0.f, 0.f); + v.up.Set(0.f, 1.f, 0.f, 0.f); + v.dir.Set(0.f, 0.f, 1.f, 0.f); + v.position.Set(0.f, 0.f, 0.f, 1.f); + } + void Transpose() + { + matrix_t tmpm; + for (int l = 0; l < 4; l++) + { + for (int c = 0; c < 4; c++) + { + tmpm.m[l][c] = m[c][l]; + } + } + (*this) = tmpm; + } + + void RotationAxis(const vec_t& axis, float angle); + + void OrthoNormalize() + { + v.right.Normalize(); + v.up.Normalize(); + v.dir.Normalize(); + } + }; + + void vec_t::Transform(const matrix_t& matrix) + { + vec_t out; + + out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + w * matrix.m[3][0]; + out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + w * matrix.m[3][1]; + out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + w * matrix.m[3][2]; + out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + w * matrix.m[3][3]; + + x = out.x; + y = out.y; + z = out.z; + w = out.w; + } + + void vec_t::Transform(const vec_t& s, const matrix_t& matrix) + { + *this = s; + Transform(matrix); + } + + void vec_t::TransformPoint(const matrix_t& matrix) + { + vec_t out; + + out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + matrix.m[3][0]; + out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + matrix.m[3][1]; + out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + matrix.m[3][2]; + out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + matrix.m[3][3]; + + x = out.x; + y = out.y; + z = out.z; + w = out.w; + } + + void vec_t::TransformVector(const matrix_t& matrix) + { + vec_t out; + + out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0]; + out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1]; + out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2]; + out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3]; + + x = out.x; + y = out.y; + z = out.z; + w = out.w; + } + + float matrix_t::Inverse(const matrix_t& srcMatrix, bool affine) + { + float det = 0; + + if (affine) + { + det = GetDeterminant(); + float s = 1 / det; + m[0][0] = (srcMatrix.m[1][1] * srcMatrix.m[2][2] - srcMatrix.m[1][2] * srcMatrix.m[2][1]) * s; + m[0][1] = (srcMatrix.m[2][1] * srcMatrix.m[0][2] - srcMatrix.m[2][2] * srcMatrix.m[0][1]) * s; + m[0][2] = (srcMatrix.m[0][1] * srcMatrix.m[1][2] - srcMatrix.m[0][2] * srcMatrix.m[1][1]) * s; + m[1][0] = (srcMatrix.m[1][2] * srcMatrix.m[2][0] - srcMatrix.m[1][0] * srcMatrix.m[2][2]) * s; + m[1][1] = (srcMatrix.m[2][2] * srcMatrix.m[0][0] - srcMatrix.m[2][0] * srcMatrix.m[0][2]) * s; + m[1][2] = (srcMatrix.m[0][2] * srcMatrix.m[1][0] - srcMatrix.m[0][0] * srcMatrix.m[1][2]) * s; + m[2][0] = (srcMatrix.m[1][0] * srcMatrix.m[2][1] - srcMatrix.m[1][1] * srcMatrix.m[2][0]) * s; + m[2][1] = (srcMatrix.m[2][0] * srcMatrix.m[0][1] - srcMatrix.m[2][1] * srcMatrix.m[0][0]) * s; + m[2][2] = (srcMatrix.m[0][0] * srcMatrix.m[1][1] - srcMatrix.m[0][1] * srcMatrix.m[1][0]) * s; + m[3][0] = -(m[0][0] * srcMatrix.m[3][0] + m[1][0] * srcMatrix.m[3][1] + m[2][0] * srcMatrix.m[3][2]); + m[3][1] = -(m[0][1] * srcMatrix.m[3][0] + m[1][1] * srcMatrix.m[3][1] + m[2][1] * srcMatrix.m[3][2]); + m[3][2] = -(m[0][2] * srcMatrix.m[3][0] + m[1][2] * srcMatrix.m[3][1] + m[2][2] * srcMatrix.m[3][2]); + } + else + { + // transpose matrix + float src[16]; + for (int i = 0; i < 4; ++i) + { + src[i] = srcMatrix.m16[i * 4]; + src[i + 4] = srcMatrix.m16[i * 4 + 1]; + src[i + 8] = srcMatrix.m16[i * 4 + 2]; + src[i + 12] = srcMatrix.m16[i * 4 + 3]; + } + + // calculate pairs for first 8 elements (cofactors) + float tmp[12]; // temp array for pairs + tmp[0] = src[10] * src[15]; + tmp[1] = src[11] * src[14]; + tmp[2] = src[9] * src[15]; + tmp[3] = src[11] * src[13]; + tmp[4] = src[9] * src[14]; + tmp[5] = src[10] * src[13]; + tmp[6] = src[8] * src[15]; + tmp[7] = src[11] * src[12]; + tmp[8] = src[8] * src[14]; + tmp[9] = src[10] * src[12]; + tmp[10] = src[8] * src[13]; + tmp[11] = src[9] * src[12]; + + // calculate first 8 elements (cofactors) + m16[0] = (tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]) - (tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]); + m16[1] = (tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]) - (tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]); + m16[2] = (tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]) - (tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]); + m16[3] = (tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]) - (tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]); + m16[4] = (tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]) - (tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]); + m16[5] = (tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]) - (tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]); + m16[6] = (tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]) - (tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]); + m16[7] = (tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]) - (tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]); + + // calculate pairs for second 8 elements (cofactors) + tmp[0] = src[2] * src[7]; + tmp[1] = src[3] * src[6]; + tmp[2] = src[1] * src[7]; + tmp[3] = src[3] * src[5]; + tmp[4] = src[1] * src[6]; + tmp[5] = src[2] * src[5]; + tmp[6] = src[0] * src[7]; + tmp[7] = src[3] * src[4]; + tmp[8] = src[0] * src[6]; + tmp[9] = src[2] * src[4]; + tmp[10] = src[0] * src[5]; + tmp[11] = src[1] * src[4]; + + // calculate second 8 elements (cofactors) + m16[8] = (tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]) - (tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]); + m16[9] = (tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]) - (tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]); + m16[10] = (tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]) - (tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]); + m16[11] = (tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]) - (tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]); + m16[12] = (tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]) - (tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]); + m16[13] = (tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]) - (tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]); + m16[14] = (tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]) - (tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]); + m16[15] = (tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]) - (tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]); + + // calculate determinant + det = src[0] * m16[0] + src[1] * m16[1] + src[2] * m16[2] + src[3] * m16[3]; + + // calculate matrix inverse + float invdet = 1 / det; + for (int j = 0; j < 16; ++j) + { + m16[j] *= invdet; + } + } + + return det; + } + + void matrix_t::RotationAxis(const vec_t& axis, float angle) + { + float length2 = axis.LengthSq(); + if (length2 < FLT_EPSILON) + { + SetToIdentity(); + return; + } + + vec_t n = axis * (1.f / sqrtf(length2)); + float s = sinf(angle); + float c = cosf(angle); + float k = 1.f - c; + + float xx = n.x * n.x * k + c; + float yy = n.y * n.y * k + c; + float zz = n.z * n.z * k + c; + float xy = n.x * n.y * k; + float yz = n.y * n.z * k; + float zx = n.z * n.x * k; + float xs = n.x * s; + float ys = n.y * s; + float zs = n.z * s; + + m[0][0] = xx; + m[0][1] = xy + zs; + m[0][2] = zx - ys; + m[0][3] = 0.f; + m[1][0] = xy - zs; + m[1][1] = yy; + m[1][2] = yz + xs; + m[1][3] = 0.f; + m[2][0] = zx + ys; + m[2][1] = yz - xs; + m[2][2] = zz; + m[2][3] = 0.f; + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = 0.f; + m[3][3] = 1.f; + } + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // + + enum MOVETYPE + { + MT_NONE, + MT_MOVE_X, + MT_MOVE_Y, + MT_MOVE_Z, + MT_MOVE_YZ, + MT_MOVE_ZX, + MT_MOVE_XY, + MT_MOVE_SCREEN, + MT_ROTATE_X, + MT_ROTATE_Y, + MT_ROTATE_Z, + MT_ROTATE_SCREEN, + MT_SCALE_X, + MT_SCALE_Y, + MT_SCALE_Z, + MT_SCALE_XYZ + }; + + static bool IsTranslateType(int type) + { + return type >= MT_MOVE_X && type <= MT_MOVE_SCREEN; + } + + static bool IsRotateType(int type) + { + return type >= MT_ROTATE_X && type <= MT_ROTATE_SCREEN; + } + + static bool IsScaleType(int type) + { + return type >= MT_SCALE_X && type <= MT_SCALE_XYZ; + } + + // Matches MT_MOVE_AB order + static const OPERATION TRANSLATE_PLANS[3] = { TRANSLATE_Y | TRANSLATE_Z, TRANSLATE_X | TRANSLATE_Z, TRANSLATE_X | TRANSLATE_Y }; + + Style::Style() + { + // default values + TranslationLineThickness = 3.0f; + TranslationLineArrowSize = 6.0f; + RotationLineThickness = 2.0f; + RotationOuterLineThickness = 3.0f; + ScaleLineThickness = 3.0f; + ScaleLineCircleSize = 6.0f; + HatchedAxisLineThickness = 6.0f; + CenterCircleSize = 6.0f; + + // initialize default colors + Colors[DIRECTION_X] = ImVec4(0.666f, 0.000f, 0.000f, 1.000f); + Colors[DIRECTION_Y] = ImVec4(0.000f, 0.666f, 0.000f, 1.000f); + Colors[DIRECTION_Z] = ImVec4(0.000f, 0.000f, 0.666f, 1.000f); + Colors[PLANE_X] = ImVec4(0.666f, 0.000f, 0.000f, 0.380f); + Colors[PLANE_Y] = ImVec4(0.000f, 0.666f, 0.000f, 0.380f); + Colors[PLANE_Z] = ImVec4(0.000f, 0.000f, 0.666f, 0.380f); + Colors[SELECTION] = ImVec4(1.000f, 0.500f, 0.062f, 0.541f); + Colors[INACTIVE] = ImVec4(0.600f, 0.600f, 0.600f, 0.600f); + Colors[TRANSLATION_LINE] = ImVec4(0.666f, 0.666f, 0.666f, 0.666f); + Colors[SCALE_LINE] = ImVec4(0.250f, 0.250f, 0.250f, 1.000f); + Colors[ROTATION_USING_BORDER] = ImVec4(1.000f, 0.500f, 0.062f, 1.000f); + Colors[ROTATION_USING_FILL] = ImVec4(1.000f, 0.500f, 0.062f, 0.500f); + Colors[HATCHED_AXIS_LINES] = ImVec4(0.000f, 0.000f, 0.000f, 0.500f); + Colors[TEXT] = ImVec4(1.000f, 1.000f, 1.000f, 1.000f); + Colors[TEXT_SHADOW] = ImVec4(0.000f, 0.000f, 0.000f, 1.000f); + } + + struct Context + { + Context() : mbUsing(false), mbUsingViewManipulate(false), mbEnable(true), mIsViewManipulatorHovered(false), mbUsingBounds(false) + { + } + + ImDrawList* mDrawList; + Style mStyle; + + MODE mMode; + matrix_t mViewMat; + matrix_t mProjectionMat; + matrix_t mModel; + matrix_t mModelLocal; // orthonormalized model + matrix_t mModelInverse; + matrix_t mModelSource; + matrix_t mModelSourceInverse; + matrix_t mMVP; + matrix_t mMVPLocal; // MVP with full model matrix whereas mMVP's model matrix might only be translation in case of World space edition + matrix_t mViewProjection; + + vec_t mModelScaleOrigin; + vec_t mCameraEye; + vec_t mCameraRight; + vec_t mCameraDir; + vec_t mCameraUp; + vec_t mRayOrigin; + vec_t mRayVector; + + float mRadiusSquareCenter; + ImVec2 mScreenSquareCenter; + ImVec2 mScreenSquareMin; + ImVec2 mScreenSquareMax; + + float mScreenFactor; + vec_t mRelativeOrigin; + + bool mbUsing; + bool mbUsingViewManipulate; + bool mbEnable; + bool mbMouseOver; + bool mReversed; // reversed projection matrix + bool mIsViewManipulatorHovered; + + // translation + vec_t mTranslationPlan; + vec_t mTranslationPlanOrigin; + vec_t mMatrixOrigin; + vec_t mTranslationLastDelta; + + // rotation + vec_t mRotationVectorSource; + float mRotationAngle; + float mRotationAngleOrigin; + //vec_t mWorldToLocalAxis; + + // scale + vec_t mScale; + vec_t mScaleValueOrigin; + vec_t mScaleLast; + float mSaveMousePosx; + + // save axis factor when using gizmo + bool mBelowAxisLimit[3]; + int mAxisMask = 0; + bool mBelowPlaneLimit[3]; + float mAxisFactor[3]; + + float mAxisLimit=0.0025f; + float mPlaneLimit=0.02f; + + // bounds stretching + vec_t mBoundsPivot; + vec_t mBoundsAnchor; + vec_t mBoundsPlan; + vec_t mBoundsLocalPivot; + int mBoundsBestAxis; + int mBoundsAxis[2]; + bool mbUsingBounds; + matrix_t mBoundsMatrix; + + // + int mCurrentOperation; + + float mX = 0.f; + float mY = 0.f; + float mWidth = 0.f; + float mHeight = 0.f; + float mXMax = 0.f; + float mYMax = 0.f; + float mDisplayRatio = 1.f; + + bool mIsOrthographic = false; + // check to not have multiple gizmo highlighted at the same time + bool mbOverGizmoHotspot = false; + + ImGuiWindow* mAlternativeWindow = nullptr; + ImVector mIDStack; + ImGuiID mEditingID = -1; + OPERATION mOperation = OPERATION(-1); + + bool mAllowAxisFlip = true; + float mGizmoSizeClipSpace = 0.1f; + + inline ImGuiID GetCurrentID() + { + if (mIDStack.empty()) + { + mIDStack.push_back(-1); + } + return mIDStack.back(); + } + }; + + static Context gContext; + + static const vec_t directionUnary[3] = { makeVect(1.f, 0.f, 0.f), makeVect(0.f, 1.f, 0.f), makeVect(0.f, 0.f, 1.f) }; + static const char* translationInfoMask[] = { "X : %5.3f", "Y : %5.3f", "Z : %5.3f", + "Y : %5.3f Z : %5.3f", "X : %5.3f Z : %5.3f", "X : %5.3f Y : %5.3f", + "X : %5.3f Y : %5.3f Z : %5.3f" }; + static const char* scaleInfoMask[] = { "X : %5.2f", "Y : %5.2f", "Z : %5.2f", "XYZ : %5.2f" }; + static const char* rotationInfoMask[] = { "X : %5.2f deg %5.2f rad", "Y : %5.2f deg %5.2f rad", "Z : %5.2f deg %5.2f rad", "Screen : %5.2f deg %5.2f rad" }; + static const int translationInfoIndex[] = { 0,0,0, 1,0,0, 2,0,0, 1,2,0, 0,2,0, 0,1,0, 0,1,2 }; + static const float quadMin = 0.5f; + static const float quadMax = 0.8f; + static const float quadUV[8] = { quadMin, quadMin, quadMin, quadMax, quadMax, quadMax, quadMax, quadMin }; + static const int halfCircleSegmentCount = 64; + static const float snapTension = 0.5f; + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // + static int GetMoveType(OPERATION op, vec_t* gizmoHitProportion); + static int GetRotateType(OPERATION op); + static int GetScaleType(OPERATION op); + + Style& GetStyle() + { + return gContext.mStyle; + } + + static ImU32 GetColorU32(int idx) + { + IM_ASSERT(idx < COLOR::COUNT); + return ImGui::ColorConvertFloat4ToU32(gContext.mStyle.Colors[idx]); + } + + static ImVec2 worldToPos(const vec_t& worldPos, const matrix_t& mat, ImVec2 position = ImVec2(gContext.mX, gContext.mY), ImVec2 size = ImVec2(gContext.mWidth, gContext.mHeight)) + { + vec_t trans; + trans.TransformPoint(worldPos, mat); + trans *= 0.5f / trans.w; + trans += makeVect(0.5f, 0.5f); + trans.y = 1.f - trans.y; + trans.x *= size.x; + trans.y *= size.y; + trans.x += position.x; + trans.y += position.y; + return ImVec2(trans.x, trans.y); + } + + static void ComputeCameraRay(vec_t& rayOrigin, vec_t& rayDir, ImVec2 position = ImVec2(gContext.mX, gContext.mY), ImVec2 size = ImVec2(gContext.mWidth, gContext.mHeight)) + { + ImGuiIO& io = ImGui::GetIO(); + + matrix_t mViewProjInverse; + mViewProjInverse.Inverse(gContext.mViewMat * gContext.mProjectionMat); + + const float mox = ((io.MousePos.x - position.x) / size.x) * 2.f - 1.f; + const float moy = (1.f - ((io.MousePos.y - position.y) / size.y)) * 2.f - 1.f; + + const float zNear = gContext.mReversed ? (1.f - FLT_EPSILON) : 0.f; + const float zFar = gContext.mReversed ? 0.f : (1.f - FLT_EPSILON); + + rayOrigin.Transform(makeVect(mox, moy, zNear, 1.f), mViewProjInverse); + rayOrigin *= 1.f / rayOrigin.w; + vec_t rayEnd; + rayEnd.Transform(makeVect(mox, moy, zFar, 1.f), mViewProjInverse); + rayEnd *= 1.f / rayEnd.w; + rayDir = Normalized(rayEnd - rayOrigin); + } + + static float GetSegmentLengthClipSpace(const vec_t& start, const vec_t& end, const bool localCoordinates = false) + { + vec_t startOfSegment = start; + const matrix_t& mvp = localCoordinates ? gContext.mMVPLocal : gContext.mMVP; + startOfSegment.TransformPoint(mvp); + if (fabsf(startOfSegment.w) > FLT_EPSILON) // check for axis aligned with camera direction + { + startOfSegment *= 1.f / startOfSegment.w; + } + + vec_t endOfSegment = end; + endOfSegment.TransformPoint(mvp); + if (fabsf(endOfSegment.w) > FLT_EPSILON) // check for axis aligned with camera direction + { + endOfSegment *= 1.f / endOfSegment.w; + } + + vec_t clipSpaceAxis = endOfSegment - startOfSegment; + if (gContext.mDisplayRatio < 1.0) + clipSpaceAxis.x *= gContext.mDisplayRatio; + else + clipSpaceAxis.y /= gContext.mDisplayRatio; + float segmentLengthInClipSpace = sqrtf(clipSpaceAxis.x * clipSpaceAxis.x + clipSpaceAxis.y * clipSpaceAxis.y); + return segmentLengthInClipSpace; + } + + static float GetParallelogram(const vec_t& ptO, const vec_t& ptA, const vec_t& ptB) + { + vec_t pts[] = { ptO, ptA, ptB }; + for (unsigned int i = 0; i < 3; i++) + { + pts[i].TransformPoint(gContext.mMVP); + if (fabsf(pts[i].w) > FLT_EPSILON) // check for axis aligned with camera direction + { + pts[i] *= 1.f / pts[i].w; + } + } + vec_t segA = pts[1] - pts[0]; + vec_t segB = pts[2] - pts[0]; + segA.y /= gContext.mDisplayRatio; + segB.y /= gContext.mDisplayRatio; + vec_t segAOrtho = makeVect(-segA.y, segA.x); + segAOrtho.Normalize(); + float dt = segAOrtho.Dot3(segB); + float surface = sqrtf(segA.x * segA.x + segA.y * segA.y) * fabsf(dt); + return surface; + } + + inline vec_t PointOnSegment(const vec_t& point, const vec_t& vertPos1, const vec_t& vertPos2) + { + vec_t c = point - vertPos1; + vec_t V; + + V.Normalize(vertPos2 - vertPos1); + float d = (vertPos2 - vertPos1).Length(); + float t = V.Dot3(c); + + if (t < 0.f) + { + return vertPos1; + } + + if (t > d) + { + return vertPos2; + } + + return vertPos1 + V * t; + } + + static float IntersectRayPlane(const vec_t& rOrigin, const vec_t& rVector, const vec_t& plan) + { + const float numer = plan.Dot3(rOrigin) - plan.w; + const float denom = plan.Dot3(rVector); + + if (fabsf(denom) < FLT_EPSILON) // normal is orthogonal to vector, cant intersect + { + return -1.0f; + } + + return -(numer / denom); + } + + static float DistanceToPlane(const vec_t& point, const vec_t& plan) + { + return plan.Dot3(point) + plan.w; + } + + static bool IsInContextRect(ImVec2 p) + { + return IsWithin(p.x, gContext.mX, gContext.mXMax) && IsWithin(p.y, gContext.mY, gContext.mYMax); + } + + static bool IsHoveringWindow() + { + ImGuiContext& g = *ImGui::GetCurrentContext(); + ImGuiWindow* window = ImGui::FindWindowByName(gContext.mDrawList->_OwnerName); + if (g.HoveredWindow == window) // Mouse hovering drawlist window + return true; + if (gContext.mAlternativeWindow != nullptr && g.HoveredWindow == gContext.mAlternativeWindow) + return true; + if (g.HoveredWindow != NULL) // Any other window is hovered + return false; + if (ImGui::IsMouseHoveringRect(window->InnerRect.Min, window->InnerRect.Max, false)) // Hovering drawlist window rect, while no other window is hovered (for _NoInputs windows) + return true; + return false; + } + + void SetRect(float x, float y, float width, float height) + { + gContext.mX = x; + gContext.mY = y; + gContext.mWidth = width; + gContext.mHeight = height; + gContext.mXMax = gContext.mX + gContext.mWidth; + gContext.mYMax = gContext.mY + gContext.mXMax; + gContext.mDisplayRatio = width / height; + } + + void SetOrthographic(bool isOrthographic) + { + gContext.mIsOrthographic = isOrthographic; + } + + void SetDrawlist(ImDrawList* drawlist) + { + gContext.mDrawList = drawlist ? drawlist : ImGui::GetWindowDrawList(); + } + + void SetImGuiContext(ImGuiContext* ctx) + { + ImGui::SetCurrentContext(ctx); + } + + void BeginFrame() + { + const ImU32 flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus; + +#ifdef IMGUI_HAS_VIEWPORT + ImGui::SetNextWindowSize(ImGui::GetMainViewport()->Size); + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->Pos); +#else + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowSize(io.DisplaySize); + ImGui::SetNextWindowPos(ImVec2(0, 0)); +#endif + + ImGui::PushStyleColor(ImGuiCol_WindowBg, 0); + ImGui::PushStyleColor(ImGuiCol_Border, 0); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + + ImGui::Begin("gizmo", NULL, flags); + gContext.mDrawList = ImGui::GetWindowDrawList(); + gContext.mbOverGizmoHotspot = false; + ImGui::End(); + ImGui::PopStyleVar(); + ImGui::PopStyleColor(2); + } + + bool IsUsing() + { + return (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) || gContext.mbUsingBounds; + } + + bool IsUsingViewManipulate() + { + return gContext.mbUsingViewManipulate; + } + + bool IsViewManipulateHovered() + { + return gContext.mIsViewManipulatorHovered; + } + + bool IsUsingAny() + { + return gContext.mbUsing || gContext.mbUsingBounds; + } + + bool IsOver() + { + return (Intersects(gContext.mOperation, TRANSLATE) && GetMoveType(gContext.mOperation, NULL) != MT_NONE) || + (Intersects(gContext.mOperation, ROTATE) && GetRotateType(gContext.mOperation) != MT_NONE) || + (Intersects(gContext.mOperation, SCALE) && GetScaleType(gContext.mOperation) != MT_NONE) || IsUsing(); + } + + bool IsOver(OPERATION op) + { + if(IsUsing()) + { + return true; + } + if(Intersects(op, SCALE) && GetScaleType(op) != MT_NONE) + { + return true; + } + if(Intersects(op, ROTATE) && GetRotateType(op) != MT_NONE) + { + return true; + } + if(Intersects(op, TRANSLATE) && GetMoveType(op, NULL) != MT_NONE) + { + return true; + } + return false; + } + + void Enable(bool enable) + { + gContext.mbEnable = enable; + if (!enable) + { + gContext.mbUsing = false; + gContext.mbUsingBounds = false; + } + } + + static void ComputeContext(const float* view, const float* projection, float* matrix, MODE mode) + { + gContext.mMode = mode; + gContext.mViewMat = *(matrix_t*)view; + gContext.mProjectionMat = *(matrix_t*)projection; + gContext.mbMouseOver = IsHoveringWindow(); + + gContext.mModelLocal = *(matrix_t*)matrix; + gContext.mModelLocal.OrthoNormalize(); + + if (mode == LOCAL) + { + gContext.mModel = gContext.mModelLocal; + } + else + { + gContext.mModel.Translation(((matrix_t*)matrix)->v.position); + } + gContext.mModelSource = *(matrix_t*)matrix; + gContext.mModelScaleOrigin.Set(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length()); + + gContext.mModelInverse.Inverse(gContext.mModel); + gContext.mModelSourceInverse.Inverse(gContext.mModelSource); + gContext.mViewProjection = gContext.mViewMat * gContext.mProjectionMat; + gContext.mMVP = gContext.mModel * gContext.mViewProjection; + gContext.mMVPLocal = gContext.mModelLocal * gContext.mViewProjection; + + matrix_t viewInverse; + viewInverse.Inverse(gContext.mViewMat); + gContext.mCameraDir = viewInverse.v.dir; + gContext.mCameraEye = viewInverse.v.position; + gContext.mCameraRight = viewInverse.v.right; + gContext.mCameraUp = viewInverse.v.up; + + // projection reverse + vec_t nearPos, farPos; + nearPos.Transform(makeVect(0, 0, 1.f, 1.f), gContext.mProjectionMat); + farPos.Transform(makeVect(0, 0, 2.f, 1.f), gContext.mProjectionMat); + + gContext.mReversed = (nearPos.z/nearPos.w) > (farPos.z / farPos.w); + + // compute scale from the size of camera right vector projected on screen at the matrix position + vec_t pointRight = viewInverse.v.right; + pointRight.TransformPoint(gContext.mViewProjection); + + vec_t rightViewInverse = viewInverse.v.right; + rightViewInverse.TransformVector(gContext.mModelInverse); + float rightLength = GetSegmentLengthClipSpace(makeVect(0.f, 0.f), rightViewInverse); + gContext.mScreenFactor = gContext.mGizmoSizeClipSpace / rightLength; + + ImVec2 centerSSpace = worldToPos(makeVect(0.f, 0.f), gContext.mMVP); + gContext.mScreenSquareCenter = centerSSpace; + gContext.mScreenSquareMin = ImVec2(centerSSpace.x - 10.f, centerSSpace.y - 10.f); + gContext.mScreenSquareMax = ImVec2(centerSSpace.x + 10.f, centerSSpace.y + 10.f); + + ComputeCameraRay(gContext.mRayOrigin, gContext.mRayVector); + } + + static void ComputeColors(ImU32* colors, int type, OPERATION operation) + { + if (gContext.mbEnable) + { + ImU32 selectionColor = GetColorU32(SELECTION); + + switch (operation) + { + case TRANSLATE: + colors[0] = (type == MT_MOVE_SCREEN) ? selectionColor : IM_COL32_WHITE; + for (int i = 0; i < 3; i++) + { + colors[i + 1] = (type == (int)(MT_MOVE_X + i)) ? selectionColor : GetColorU32(DIRECTION_X + i); + colors[i + 4] = (type == (int)(MT_MOVE_YZ + i)) ? selectionColor : GetColorU32(PLANE_X + i); + colors[i + 4] = (type == MT_MOVE_SCREEN) ? selectionColor : colors[i + 4]; + } + break; + case ROTATE: + colors[0] = (type == MT_ROTATE_SCREEN) ? selectionColor : IM_COL32_WHITE; + for (int i = 0; i < 3; i++) + { + colors[i + 1] = (type == (int)(MT_ROTATE_X + i)) ? selectionColor : GetColorU32(DIRECTION_X + i); + } + break; + case SCALEU: + case SCALE: + colors[0] = (type == MT_SCALE_XYZ) ? selectionColor : IM_COL32_WHITE; + for (int i = 0; i < 3; i++) + { + colors[i + 1] = (type == (int)(MT_SCALE_X + i)) ? selectionColor : GetColorU32(DIRECTION_X + i); + } + break; + // note: this internal function is only called with three possible values for operation + default: + break; + } + } + else + { + ImU32 inactiveColor = GetColorU32(INACTIVE); + for (int i = 0; i < 7; i++) + { + colors[i] = inactiveColor; + } + } + } + + static void ComputeTripodAxisAndVisibility(const int axisIndex, vec_t& dirAxis, vec_t& dirPlaneX, vec_t& dirPlaneY, bool& belowAxisLimit, bool& belowPlaneLimit, const bool localCoordinates = false) + { + dirAxis = directionUnary[axisIndex]; + dirPlaneX = directionUnary[(axisIndex + 1) % 3]; + dirPlaneY = directionUnary[(axisIndex + 2) % 3]; + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) + { + // when using, use stored factors so the gizmo doesn't flip when we translate + + // Apply axis mask to axes and planes + belowAxisLimit = gContext.mBelowAxisLimit[axisIndex] && ((1< FLT_EPSILON) ? -1.f : 1.f; + float mulAxisX = (allowFlip && lenDirPlaneX < lenDirMinusPlaneX&& fabsf(lenDirPlaneX - lenDirMinusPlaneX) > FLT_EPSILON) ? -1.f : 1.f; + float mulAxisY = (allowFlip && lenDirPlaneY < lenDirMinusPlaneY&& fabsf(lenDirPlaneY - lenDirMinusPlaneY) > FLT_EPSILON) ? -1.f : 1.f; + dirAxis *= mulAxis; + dirPlaneX *= mulAxisX; + dirPlaneY *= mulAxisY; + + // for axis + float axisLengthInClipSpace = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirAxis * gContext.mScreenFactor, localCoordinates); + + float paraSurf = GetParallelogram(makeVect(0.f, 0.f, 0.f), dirPlaneX * gContext.mScreenFactor, dirPlaneY * gContext.mScreenFactor); + // Apply axis mask to axes and planes + belowPlaneLimit = (paraSurf > gContext.mAxisLimit) && (((1< gContext.mPlaneLimit) && !((1< (1.f - snapTension)) + { + *value = *value - modulo + snap * ((*value < 0.f) ? -1.f : 1.f); + } + } + static void ComputeSnap(vec_t& value, const float* snap) + { + for (int i = 0; i < 3; i++) + { + ComputeSnap(&value[i], snap[i]); + } + } + + static float ComputeAngleOnPlan() + { + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + vec_t localPos = Normalized(gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position); + + vec_t perpendicularVector; + perpendicularVector.Cross(gContext.mRotationVectorSource, gContext.mTranslationPlan); + perpendicularVector.Normalize(); + float acosAngle = Clamp(Dot(localPos, gContext.mRotationVectorSource), -1.f, 1.f); + float angle = acosf(acosAngle); + angle *= (Dot(localPos, perpendicularVector) < 0.f) ? 1.f : -1.f; + return angle; + } + + static void DrawRotationGizmo(OPERATION op, int type) + { + if(!Intersects(op, ROTATE)) + { + return; + } + ImDrawList* drawList = gContext.mDrawList; + + bool isMultipleAxesMasked = (gContext.mAxisMask & (gContext.mAxisMask - 1)) != 0; + bool isNoAxesMasked = !gContext.mAxisMask; + + // colors + ImU32 colors[7]; + ComputeColors(colors, type, ROTATE); + + vec_t cameraToModelNormalized; + if (gContext.mIsOrthographic) + { + matrix_t viewInverse; + viewInverse.Inverse(*(matrix_t*)&gContext.mViewMat); + cameraToModelNormalized = -viewInverse.v.dir; + } + else + { + cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye); + } + + cameraToModelNormalized.TransformVector(gContext.mModelInverse); + + gContext.mRadiusSquareCenter = screenRotateSize * gContext.mHeight; + + bool hasRSC = Intersects(op, ROTATE_SCREEN); + for (int axis = 0; axis < 3; axis++) + { + if(!Intersects(op, static_cast(ROTATE_Z >> axis))) + { + continue; + } + + bool isAxisMasked = ((1 << (2 - axis)) & gContext.mAxisMask) != 0; + + if ((!isAxisMasked || isMultipleAxesMasked) && !isNoAxesMasked) + { + continue; + } + const bool usingAxis = (gContext.mbUsing && type == MT_ROTATE_Z - axis); + const int circleMul = (hasRSC && !usingAxis) ? 1 : 2; + + ImVec2* circlePos = (ImVec2*)alloca(sizeof(ImVec2) * (circleMul * halfCircleSegmentCount + 1)); + + float angleStart = atan2f(cameraToModelNormalized[(4 - axis) % 3], cameraToModelNormalized[(3 - axis) % 3]) + ZPI * 0.5f; + + for (int i = 0; i < circleMul * halfCircleSegmentCount + 1; i++) + { + float ng = angleStart + (float)circleMul * ZPI * ((float)i / (float)(circleMul * halfCircleSegmentCount)); + vec_t axisPos = makeVect(cosf(ng), sinf(ng), 0.f); + vec_t pos = makeVect(axisPos[axis], axisPos[(axis + 1) % 3], axisPos[(axis + 2) % 3]) * gContext.mScreenFactor * rotationDisplayFactor; + circlePos[i] = worldToPos(pos, gContext.mMVP); + } + if (!gContext.mbUsing || usingAxis) + { + drawList->AddPolyline(circlePos, circleMul* halfCircleSegmentCount + 1, colors[3 - axis], false, gContext.mStyle.RotationLineThickness); + } + + float radiusAxis = sqrtf((ImLengthSqr(worldToPos(gContext.mModel.v.position, gContext.mViewProjection) - circlePos[0]))); + if (radiusAxis > gContext.mRadiusSquareCenter) + { + gContext.mRadiusSquareCenter = radiusAxis; + } + } + if(hasRSC && (!gContext.mbUsing || type == MT_ROTATE_SCREEN) && (!isMultipleAxesMasked && isNoAxesMasked)) + { + drawList->AddCircle(worldToPos(gContext.mModel.v.position, gContext.mViewProjection), gContext.mRadiusSquareCenter, colors[0], 64, gContext.mStyle.RotationOuterLineThickness); + } + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsRotateType(type)) + { + ImVec2 circlePos[halfCircleSegmentCount + 1]; + + circlePos[0] = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + for (unsigned int i = 1; i < halfCircleSegmentCount + 1; i++) + { + float ng = gContext.mRotationAngle * ((float)(i - 1) / (float)(halfCircleSegmentCount - 1)); + matrix_t rotateVectorMatrix; + rotateVectorMatrix.RotationAxis(gContext.mTranslationPlan, ng); + vec_t pos; + pos.TransformPoint(gContext.mRotationVectorSource, rotateVectorMatrix); + pos *= gContext.mScreenFactor * rotationDisplayFactor; + circlePos[i] = worldToPos(pos + gContext.mModel.v.position, gContext.mViewProjection); + } + drawList->AddConvexPolyFilled(circlePos, halfCircleSegmentCount + 1, GetColorU32(ROTATION_USING_FILL)); + drawList->AddPolyline(circlePos, halfCircleSegmentCount + 1, GetColorU32(ROTATION_USING_BORDER), true, gContext.mStyle.RotationLineThickness); + + ImVec2 destinationPosOnScreen = circlePos[1]; + char tmps[512]; + ImFormatString(tmps, sizeof(tmps), rotationInfoMask[type - MT_ROTATE_X], (gContext.mRotationAngle / ZPI) * 180.f, gContext.mRotationAngle); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), GetColorU32(TEXT_SHADOW), tmps); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), GetColorU32(TEXT), tmps); + } + } + + static void DrawHatchedAxis(const vec_t& axis) + { + if (gContext.mStyle.HatchedAxisLineThickness <= 0.0f) + { + return; + } + + for (int j = 1; j < 10; j++) + { + ImVec2 baseSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2) * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2 + 1) * gContext.mScreenFactor, gContext.mMVP); + gContext.mDrawList->AddLine(baseSSpace2, worldDirSSpace2, GetColorU32(HATCHED_AXIS_LINES), gContext.mStyle.HatchedAxisLineThickness); + } + } + + static void DrawScaleGizmo(OPERATION op, int type) + { + ImDrawList* drawList = gContext.mDrawList; + + if(!Intersects(op, SCALE)) + { + return; + } + + // colors + ImU32 colors[7]; + ComputeColors(colors, type, SCALE); + + // draw + vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f }; + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) + { + scaleDisplay = gContext.mScale; + } + + for (int i = 0; i < 3; i++) + { + if(!Intersects(op, static_cast(SCALE_X << i))) + { + continue; + } + const bool usingAxis = (gContext.mbUsing && type == MT_SCALE_X + i); + if (!gContext.mbUsing || usingAxis) + { + vec_t dirPlaneX, dirPlaneY, dirAxis; + bool belowAxisLimit, belowPlaneLimit; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true); + + // draw axis + if (belowAxisLimit) + { + bool hasTranslateOnAxis = Contains(op, static_cast(TRANSLATE_X << i)); + float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f; + ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVP); + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) + { + ImU32 scaleLineColor = GetColorU32(SCALE_LINE); + drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, scaleLineColor, gContext.mStyle.ScaleLineThickness); + drawList->AddCircleFilled(worldDirSSpaceNoScale, gContext.mStyle.ScaleLineCircleSize, scaleLineColor); + } + + if (!hasTranslateOnAxis || gContext.mbUsing) + { + drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], gContext.mStyle.ScaleLineThickness); + } + drawList->AddCircleFilled(worldDirSSpace, gContext.mStyle.ScaleLineCircleSize, colors[i + 1]); + + if (gContext.mAxisFactor[i] < 0.f) + { + DrawHatchedAxis(dirAxis * scaleDisplay[i]); + } + } + } + } + + // draw screen cirle + drawList->AddCircleFilled(gContext.mScreenSquareCenter, gContext.mStyle.CenterCircleSize, colors[0], 32); + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsScaleType(type)) + { + //ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection); + ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + /*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y); + dif.Normalize(); + dif *= 5.f; + drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor); + drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor); + drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f); + */ + char tmps[512]; + //vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin; + int componentInfoIndex = (type - MT_SCALE_X) * 3; + ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - MT_SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), GetColorU32(TEXT_SHADOW), tmps); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), GetColorU32(TEXT), tmps); + } + } + + + static void DrawScaleUniveralGizmo(OPERATION op, int type) + { + ImDrawList* drawList = gContext.mDrawList; + + if (!Intersects(op, SCALEU)) + { + return; + } + + // colors + ImU32 colors[7]; + ComputeColors(colors, type, SCALEU); + + // draw + vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f }; + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) + { + scaleDisplay = gContext.mScale; + } + + for (int i = 0; i < 3; i++) + { + if (!Intersects(op, static_cast(SCALE_XU << i))) + { + continue; + } + const bool usingAxis = (gContext.mbUsing && type == MT_SCALE_X + i); + if (!gContext.mbUsing || usingAxis) + { + vec_t dirPlaneX, dirPlaneY, dirAxis; + bool belowAxisLimit, belowPlaneLimit; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true); + + // draw axis + if (belowAxisLimit) + { + bool hasTranslateOnAxis = Contains(op, static_cast(TRANSLATE_X << i)); + float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f; + //ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVPLocal); + //ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVPLocal); + +#if 0 + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID)) + { + drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, IM_COL32(0x40, 0x40, 0x40, 0xFF), 3.f); + drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, IM_COL32(0x40, 0x40, 0x40, 0xFF)); + } + /* + if (!hasTranslateOnAxis || gContext.mbUsing) + { + drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f); + } + */ +#endif + drawList->AddCircleFilled(worldDirSSpace, 12.f, colors[i + 1]); + } + } + } + + // draw screen cirle + drawList->AddCircle(gContext.mScreenSquareCenter, 20.f, colors[0], 32, gContext.mStyle.CenterCircleSize); + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsScaleType(type)) + { + //ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection); + ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + /*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y); + dif.Normalize(); + dif *= 5.f; + drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor); + drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor); + drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f); + */ + char tmps[512]; + //vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin; + int componentInfoIndex = (type - MT_SCALE_X) * 3; + ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - MT_SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), GetColorU32(TEXT_SHADOW), tmps); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), GetColorU32(TEXT), tmps); + } + } + + static void DrawTranslationGizmo(OPERATION op, int type) + { + ImDrawList* drawList = gContext.mDrawList; + if (!drawList) + { + return; + } + + if(!Intersects(op, TRANSLATE)) + { + return; + } + + // colors + ImU32 colors[7]; + ComputeColors(colors, type, TRANSLATE); + + const ImVec2 origin = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + + // draw + bool belowAxisLimit = false; + bool belowPlaneLimit = false; + for (int i = 0; i < 3; ++i) + { + vec_t dirPlaneX, dirPlaneY, dirAxis; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit); + + if (!gContext.mbUsing || (gContext.mbUsing && type == MT_MOVE_X + i)) + { + // draw axis + if (belowAxisLimit && Intersects(op, static_cast(TRANSLATE_X << i))) + { + ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpace = worldToPos(dirAxis * gContext.mScreenFactor, gContext.mMVP); + + drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], gContext.mStyle.TranslationLineThickness); + + // Arrow head begin + ImVec2 dir(origin - worldDirSSpace); + + float d = sqrtf(ImLengthSqr(dir)); + dir /= d; // Normalize + dir *= gContext.mStyle.TranslationLineArrowSize; + + ImVec2 ortogonalDir(dir.y, -dir.x); // Perpendicular vector + ImVec2 a(worldDirSSpace + dir); + drawList->AddTriangleFilled(worldDirSSpace - dir, a + ortogonalDir, a - ortogonalDir, colors[i + 1]); + // Arrow head end + + if (gContext.mAxisFactor[i] < 0.f) + { + DrawHatchedAxis(dirAxis); + } + } + } + // draw plane + if (!gContext.mbUsing || (gContext.mbUsing && type == MT_MOVE_YZ + i)) + { + if (belowPlaneLimit && Contains(op, TRANSLATE_PLANS[i])) + { + ImVec2 screenQuadPts[4]; + for (int j = 0; j < 4; ++j) + { + vec_t cornerWorldPos = (dirPlaneX * quadUV[j * 2] + dirPlaneY * quadUV[j * 2 + 1]) * gContext.mScreenFactor; + screenQuadPts[j] = worldToPos(cornerWorldPos, gContext.mMVP); + } + drawList->AddPolyline(screenQuadPts, 4, GetColorU32(DIRECTION_X + i), true, 1.0f); + drawList->AddConvexPolyFilled(screenQuadPts, 4, colors[i + 4]); + } + } + } + + drawList->AddCircleFilled(gContext.mScreenSquareCenter, gContext.mStyle.CenterCircleSize, colors[0], 32); + + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsTranslateType(type)) + { + ImU32 translationLineColor = GetColorU32(TRANSLATION_LINE); + + ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection); + ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + vec_t dif = { destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y, 0.f, 0.f }; + dif.Normalize(); + dif *= 5.f; + drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor); + drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor); + drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f); + + char tmps[512]; + vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin; + int componentInfoIndex = (type - MT_MOVE_X) * 3; + ImFormatString(tmps, sizeof(tmps), translationInfoMask[type - MT_MOVE_X], deltaInfo[translationInfoIndex[componentInfoIndex]], deltaInfo[translationInfoIndex[componentInfoIndex + 1]], deltaInfo[translationInfoIndex[componentInfoIndex + 2]]); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), GetColorU32(TEXT_SHADOW), tmps); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), GetColorU32(TEXT), tmps); + } + } + + static bool CanActivate() + { + if (ImGui::IsMouseClicked(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive()) + { + return true; + } + return false; + } + + static void HandleAndDrawLocalBounds(const float* bounds, matrix_t* matrix, const float* snapValues, OPERATION operation) + { + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* drawList = gContext.mDrawList; + + // compute best projection axis + vec_t axesWorldDirections[3]; + vec_t bestAxisWorldDirection = { 0.0f, 0.0f, 0.0f, 0.0f }; + int axes[3]; + unsigned int numAxes = 1; + axes[0] = gContext.mBoundsBestAxis; + int bestAxis = axes[0]; + if (!gContext.mbUsingBounds) + { + numAxes = 0; + float bestDot = 0.f; + for (int i = 0; i < 3; i++) + { + vec_t dirPlaneNormalWorld; + dirPlaneNormalWorld.TransformVector(directionUnary[i], gContext.mModelSource); + dirPlaneNormalWorld.Normalize(); + + float dt = fabsf(Dot(Normalized(gContext.mCameraEye - gContext.mModelSource.v.position), dirPlaneNormalWorld)); + if (dt >= bestDot) + { + bestDot = dt; + bestAxis = i; + bestAxisWorldDirection = dirPlaneNormalWorld; + } + + if (dt >= 0.1f) + { + axes[numAxes] = i; + axesWorldDirections[numAxes] = dirPlaneNormalWorld; + ++numAxes; + } + } + } + + if (numAxes == 0) + { + axes[0] = bestAxis; + axesWorldDirections[0] = bestAxisWorldDirection; + numAxes = 1; + } + + else if (bestAxis != axes[0]) + { + unsigned int bestIndex = 0; + for (unsigned int i = 0; i < numAxes; i++) + { + if (axes[i] == bestAxis) + { + bestIndex = i; + break; + } + } + int tempAxis = axes[0]; + axes[0] = axes[bestIndex]; + axes[bestIndex] = tempAxis; + vec_t tempDirection = axesWorldDirections[0]; + axesWorldDirections[0] = axesWorldDirections[bestIndex]; + axesWorldDirections[bestIndex] = tempDirection; + } + + for (unsigned int axisIndex = 0; axisIndex < numAxes; ++axisIndex) + { + bestAxis = axes[axisIndex]; + bestAxisWorldDirection = axesWorldDirections[axisIndex]; + + // corners + vec_t aabb[4]; + + int secondAxis = (bestAxis + 1) % 3; + int thirdAxis = (bestAxis + 2) % 3; + + for (int i = 0; i < 4; i++) + { + aabb[i][3] = aabb[i][bestAxis] = 0.f; + aabb[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)]; + aabb[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))]; + } + + // draw bounds + unsigned int anchorAlpha = gContext.mbEnable ? IM_COL32_BLACK : IM_COL32(0, 0, 0, 0x80); + + matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection; + for (int i = 0; i < 4; i++) + { + ImVec2 worldBound1 = worldToPos(aabb[i], boundsMVP); + ImVec2 worldBound2 = worldToPos(aabb[(i + 1) % 4], boundsMVP); + if (!IsInContextRect(worldBound1) || !IsInContextRect(worldBound2)) + { + continue; + } + float boundDistance = sqrtf(ImLengthSqr(worldBound1 - worldBound2)); + int stepCount = (int)(boundDistance / 10.f); + stepCount = min(stepCount, 1000); + for (int j = 0; j < stepCount; j++) + { + float stepLength = 1.f / (float)stepCount; + float t1 = (float)j * stepLength; + float t2 = (float)j * stepLength + stepLength * 0.5f; + ImVec2 worldBoundSS1 = ImLerp(worldBound1, worldBound2, ImVec2(t1, t1)); + ImVec2 worldBoundSS2 = ImLerp(worldBound1, worldBound2, ImVec2(t2, t2)); + //drawList->AddLine(worldBoundSS1, worldBoundSS2, IM_COL32(0, 0, 0, 0) + anchorAlpha, 3.f); + drawList->AddLine(worldBoundSS1, worldBoundSS2, IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha, 2.f); + } + vec_t midPoint = (aabb[i] + aabb[(i + 1) % 4]) * 0.5f; + ImVec2 midBound = worldToPos(midPoint, boundsMVP); + static const float AnchorBigRadius = 8.f; + static const float AnchorSmallRadius = 6.f; + bool overBigAnchor = ImLengthSqr(worldBound1 - io.MousePos) <= (AnchorBigRadius * AnchorBigRadius); + bool overSmallAnchor = ImLengthSqr(midBound - io.MousePos) <= (AnchorBigRadius * AnchorBigRadius); + + int type = MT_NONE; + vec_t gizmoHitProportion; + + if(Intersects(operation, TRANSLATE)) + { + type = GetMoveType(operation, &gizmoHitProportion); + } + if(Intersects(operation, ROTATE) && type == MT_NONE) + { + type = GetRotateType(operation); + } + if(Intersects(operation, SCALE) && type == MT_NONE) + { + type = GetScaleType(operation); + } + + if (type != MT_NONE) + { + overBigAnchor = false; + overSmallAnchor = false; + } + + ImU32 selectionColor = GetColorU32(SELECTION); + + unsigned int bigAnchorColor = overBigAnchor ? selectionColor : (IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha); + unsigned int smallAnchorColor = overSmallAnchor ? selectionColor : (IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha); + + drawList->AddCircleFilled(worldBound1, AnchorBigRadius, IM_COL32_BLACK); + drawList->AddCircleFilled(worldBound1, AnchorBigRadius - 1.2f, bigAnchorColor); + + drawList->AddCircleFilled(midBound, AnchorSmallRadius, IM_COL32_BLACK); + drawList->AddCircleFilled(midBound, AnchorSmallRadius - 1.2f, smallAnchorColor); + int oppositeIndex = (i + 2) % 4; + // big anchor on corners + if (!gContext.mbUsingBounds && gContext.mbEnable && overBigAnchor && CanActivate()) + { + gContext.mBoundsPivot.TransformPoint(aabb[(i + 2) % 4], gContext.mModelSource); + gContext.mBoundsAnchor.TransformPoint(aabb[i], gContext.mModelSource); + gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection); + gContext.mBoundsBestAxis = bestAxis; + gContext.mBoundsAxis[0] = secondAxis; + gContext.mBoundsAxis[1] = thirdAxis; + + gContext.mBoundsLocalPivot.Set(0.f); + gContext.mBoundsLocalPivot[secondAxis] = aabb[oppositeIndex][secondAxis]; + gContext.mBoundsLocalPivot[thirdAxis] = aabb[oppositeIndex][thirdAxis]; + + gContext.mbUsingBounds = true; + gContext.mEditingID = gContext.GetCurrentID(); + gContext.mBoundsMatrix = gContext.mModelSource; + } + // small anchor on middle of segment + if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && CanActivate()) + { + vec_t midPointOpposite = (aabb[(i + 2) % 4] + aabb[(i + 3) % 4]) * 0.5f; + gContext.mBoundsPivot.TransformPoint(midPointOpposite, gContext.mModelSource); + gContext.mBoundsAnchor.TransformPoint(midPoint, gContext.mModelSource); + gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection); + gContext.mBoundsBestAxis = bestAxis; + int indices[] = { secondAxis , thirdAxis }; + gContext.mBoundsAxis[0] = indices[i % 2]; + gContext.mBoundsAxis[1] = -1; + + gContext.mBoundsLocalPivot.Set(0.f); + gContext.mBoundsLocalPivot[gContext.mBoundsAxis[0]] = aabb[oppositeIndex][indices[i % 2]];// bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f); + + gContext.mbUsingBounds = true; + gContext.mEditingID = gContext.GetCurrentID(); + gContext.mBoundsMatrix = gContext.mModelSource; + } + } + + if (gContext.mbUsingBounds && (gContext.GetCurrentID() == gContext.mEditingID)) + { + matrix_t scale; + scale.SetToIdentity(); + + // compute projected mouse position on plan + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mBoundsPlan); + vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len; + + // compute a reference and delta vectors base on mouse move + vec_t deltaVector = (newPos - gContext.mBoundsPivot).Abs(); + vec_t referenceVector = (gContext.mBoundsAnchor - gContext.mBoundsPivot).Abs(); + + // for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length + for (int i = 0; i < 2; i++) + { + int axisIndex1 = gContext.mBoundsAxis[i]; + if (axisIndex1 == -1) + { + continue; + } + + float ratioAxis = 1.f; + vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex1].Abs(); + + float dtAxis = axisDir.Dot(referenceVector); + float boundSize = bounds[axisIndex1 + 3] - bounds[axisIndex1]; + if (dtAxis > FLT_EPSILON) + { + ratioAxis = axisDir.Dot(deltaVector) / dtAxis; + } + + if (snapValues) + { + float length = boundSize * ratioAxis; + ComputeSnap(&length, snapValues[axisIndex1]); + if (boundSize > FLT_EPSILON) + { + ratioAxis = length / boundSize; + } + } + scale.component[axisIndex1] *= ratioAxis; + } + + // transform matrix + matrix_t preScale, postScale; + preScale.Translation(-gContext.mBoundsLocalPivot); + postScale.Translation(gContext.mBoundsLocalPivot); + matrix_t res = preScale * scale * postScale * gContext.mBoundsMatrix; + *matrix = res; + + // info text + char tmps[512]; + ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); + ImFormatString(tmps, sizeof(tmps), "X: %.2f Y: %.2f Z: %.2f" + , (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length() * scale.component[0].Length() + , (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length() * scale.component[1].Length() + , (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length() * scale.component[2].Length() + ); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), GetColorU32(TEXT_SHADOW), tmps); + drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), GetColorU32(TEXT), tmps); + } + + if (!io.MouseDown[0]) { + gContext.mbUsingBounds = false; + gContext.mEditingID = -1; + } + if (gContext.mbUsingBounds) + { + break; + } + } + } + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // + + static int GetScaleType(OPERATION op) + { + if (gContext.mbUsing) + { + return MT_NONE; + } + ImGuiIO& io = ImGui::GetIO(); + int type = MT_NONE; + + // screen + if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x && + io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y && + Contains(op, SCALE)) + { + type = MT_SCALE_XYZ; + } + + // compute + for (int i = 0; i < 3 && type == MT_NONE; i++) + { + if(!Intersects(op, static_cast(SCALE_X << i))) + { + continue; + } + bool isAxisMasked = ((1 << i) & gContext.mAxisMask) != 0; + + vec_t dirPlaneX, dirPlaneY, dirAxis; + bool belowAxisLimit, belowPlaneLimit; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true); + dirAxis.TransformVector(gContext.mModelLocal); + dirPlaneX.TransformVector(gContext.mModelLocal); + dirPlaneY.TransformVector(gContext.mModelLocal); + + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModelLocal.v.position, dirAxis)); + vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len; + + const float startOffset = Contains(op, static_cast(TRANSLATE_X << i)) ? 1.0f : 0.1f; + const float endOffset = Contains(op, static_cast(TRANSLATE_X << i)) ? 1.4f : 1.0f; + const ImVec2 posOnPlanScreen = worldToPos(posOnPlan, gContext.mViewProjection); + const ImVec2 axisStartOnScreen = worldToPos(gContext.mModelLocal.v.position + dirAxis * gContext.mScreenFactor * startOffset, gContext.mViewProjection); + const ImVec2 axisEndOnScreen = worldToPos(gContext.mModelLocal.v.position + dirAxis * gContext.mScreenFactor * endOffset, gContext.mViewProjection); + + vec_t closestPointOnAxis = PointOnSegment(makeVect(posOnPlanScreen), makeVect(axisStartOnScreen), makeVect(axisEndOnScreen)); + + if ((closestPointOnAxis - makeVect(posOnPlanScreen)).Length() < 12.f) // pixel size + { + if (!isAxisMasked) + type = MT_SCALE_X + i; + } + } + + // universal + + vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f }; + float dist = deltaScreen.Length(); + if (Contains(op, SCALEU) && dist >= 17.0f && dist < 23.0f) + { + type = MT_SCALE_XYZ; + } + + for (int i = 0; i < 3 && type == MT_NONE; i++) + { + if (!Intersects(op, static_cast(SCALE_XU << i))) + { + continue; + } + + vec_t dirPlaneX, dirPlaneY, dirAxis; + bool belowAxisLimit, belowPlaneLimit; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true); + + // draw axis + if (belowAxisLimit) + { + bool hasTranslateOnAxis = Contains(op, static_cast(TRANSLATE_X << i)); + float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f; + //ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVPLocal); + //ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP); + ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale) * gContext.mScreenFactor, gContext.mMVPLocal); + + float distance = sqrtf(ImLengthSqr(worldDirSSpace - io.MousePos)); + if (distance < 12.f) + { + type = MT_SCALE_X + i; + } + } + } + return type; + } + + static int GetRotateType(OPERATION op) + { + if (gContext.mbUsing) + { + return MT_NONE; + } + + bool isNoAxesMasked = !gContext.mAxisMask; + bool isMultipleAxesMasked = (gContext.mAxisMask & (gContext.mAxisMask - 1)) != 0; + + ImGuiIO& io = ImGui::GetIO(); + int type = MT_NONE; + + vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f }; + float dist = deltaScreen.Length(); + if (Intersects(op, ROTATE_SCREEN) && dist >= (gContext.mRadiusSquareCenter - 4.0f) && dist < (gContext.mRadiusSquareCenter + 4.0f)) + { + if (!isNoAxesMasked) + return MT_NONE; + type = MT_ROTATE_SCREEN; + } + + const vec_t planNormals[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir }; + + vec_t modelViewPos; + modelViewPos.TransformPoint(gContext.mModel.v.position, gContext.mViewMat); + + for (int i = 0; i < 3 && type == MT_NONE; i++) + { + if(!Intersects(op, static_cast(ROTATE_X << i))) + { + continue; + } + bool isAxisMasked = ((1 << i) & gContext.mAxisMask) != 0; + // pickup plan + vec_t pickupPlan = BuildPlan(gContext.mModel.v.position, planNormals[i]); + + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, pickupPlan); + const vec_t intersectWorldPos = gContext.mRayOrigin + gContext.mRayVector * len; + vec_t intersectViewPos; + intersectViewPos.TransformPoint(intersectWorldPos, gContext.mViewMat); + + if (ImAbs(modelViewPos.z) - ImAbs(intersectViewPos.z) < -FLT_EPSILON) + { + continue; + } + + const vec_t localPos = intersectWorldPos - gContext.mModel.v.position; + vec_t idealPosOnCircle = Normalized(localPos); + idealPosOnCircle.TransformVector(gContext.mModelInverse); + const ImVec2 idealPosOnCircleScreen = worldToPos(idealPosOnCircle * rotationDisplayFactor * gContext.mScreenFactor, gContext.mMVP); + + //gContext.mDrawList->AddCircle(idealPosOnCircleScreen, 5.f, IM_COL32_WHITE); + const ImVec2 distanceOnScreen = idealPosOnCircleScreen - io.MousePos; + + const float distance = makeVect(distanceOnScreen).Length(); + if (distance < 8.f) // pixel size + { + if ((!isAxisMasked || isMultipleAxesMasked) && !isNoAxesMasked) + break; + type = MT_ROTATE_X + i; + } + } + + return type; + } + + static int GetMoveType(OPERATION op, vec_t* gizmoHitProportion) + { + if(!Intersects(op, TRANSLATE) || gContext.mbUsing || !gContext.mbMouseOver) + { + return MT_NONE; + } + + bool isNoAxesMasked = !gContext.mAxisMask; + bool isMultipleAxesMasked = (gContext.mAxisMask & (gContext.mAxisMask - 1)) != 0; + + ImGuiIO& io = ImGui::GetIO(); + int type = MT_NONE; + + // screen + if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x && + io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y && + Contains(op, TRANSLATE)) + { + type = MT_MOVE_SCREEN; + } + + const vec_t screenCoord = makeVect(io.MousePos - ImVec2(gContext.mX, gContext.mY)); + + // compute + for (int i = 0; i < 3 && type == MT_NONE; i++) + { + bool isAxisMasked = ((1 << i) & gContext.mAxisMask) != 0; + vec_t dirPlaneX, dirPlaneY, dirAxis; + bool belowAxisLimit, belowPlaneLimit; + ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit); + dirAxis.TransformVector(gContext.mModel); + dirPlaneX.TransformVector(gContext.mModel); + dirPlaneY.TransformVector(gContext.mModel); + + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModel.v.position, dirAxis)); + vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len; + + const ImVec2 axisStartOnScreen = worldToPos(gContext.mModel.v.position + dirAxis * gContext.mScreenFactor * 0.1f, gContext.mViewProjection) - ImVec2(gContext.mX, gContext.mY); + const ImVec2 axisEndOnScreen = worldToPos(gContext.mModel.v.position + dirAxis * gContext.mScreenFactor, gContext.mViewProjection) - ImVec2(gContext.mX, gContext.mY); + + vec_t closestPointOnAxis = PointOnSegment(screenCoord, makeVect(axisStartOnScreen), makeVect(axisEndOnScreen)); + if ((closestPointOnAxis - screenCoord).Length() < 12.f && Intersects(op, static_cast(TRANSLATE_X << i))) // pixel size + { + if (isAxisMasked) + break; + type = MT_MOVE_X + i; + } + + const float dx = dirPlaneX.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor)); + const float dy = dirPlaneY.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor)); + if (belowPlaneLimit && dx >= quadUV[0] && dx <= quadUV[4] && dy >= quadUV[1] && dy <= quadUV[3] && Contains(op, TRANSLATE_PLANS[i])) + { + if ((!isAxisMasked || isMultipleAxesMasked) && !isNoAxesMasked) + break; + type = MT_MOVE_YZ + i; + } + + if (gizmoHitProportion) + { + *gizmoHitProportion = makeVect(dx, dy, 0.f); + } + } + return type; + } + + static bool HandleTranslation(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) + { + if(!Intersects(op, TRANSLATE) || type != MT_NONE) + { + return false; + } + const ImGuiIO& io = ImGui::GetIO(); + const bool applyRotationLocaly = gContext.mMode == LOCAL || type == MT_MOVE_SCREEN; + bool modified = false; + + // move + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsTranslateType(gContext.mCurrentOperation)) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + const float signedLength = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + const float len = fabsf(signedLength); // near plan + const vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len; + + // compute delta + const vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor; + vec_t delta = newOrigin - gContext.mModel.v.position; + + // 1 axis constraint + if (gContext.mCurrentOperation >= MT_MOVE_X && gContext.mCurrentOperation <= MT_MOVE_Z) + { + const int axisIndex = gContext.mCurrentOperation - MT_MOVE_X; + const vec_t& axisValue = *(vec_t*)&gContext.mModel.m[axisIndex]; + const float lengthOnAxis = Dot(axisValue, delta); + delta = axisValue * lengthOnAxis; + } + + // snap + if (snap) + { + vec_t cumulativeDelta = gContext.mModel.v.position + delta - gContext.mMatrixOrigin; + if (applyRotationLocaly) + { + matrix_t modelSourceNormalized = gContext.mModelSource; + modelSourceNormalized.OrthoNormalize(); + matrix_t modelSourceNormalizedInverse; + modelSourceNormalizedInverse.Inverse(modelSourceNormalized); + cumulativeDelta.TransformVector(modelSourceNormalizedInverse); + ComputeSnap(cumulativeDelta, snap); + cumulativeDelta.TransformVector(modelSourceNormalized); + } + else + { + ComputeSnap(cumulativeDelta, snap); + } + delta = gContext.mMatrixOrigin + cumulativeDelta - gContext.mModel.v.position; + + } + + if (delta != gContext.mTranslationLastDelta) + { + modified = true; + } + gContext.mTranslationLastDelta = delta; + + // compute matrix & delta + matrix_t deltaMatrixTranslation; + deltaMatrixTranslation.Translation(delta); + if (deltaMatrix) + { + memcpy(deltaMatrix, deltaMatrixTranslation.m16, sizeof(float) * 16); + } + + const matrix_t res = gContext.mModelSource * deltaMatrixTranslation; + *(matrix_t*)matrix = res; + + if (!io.MouseDown[0]) + { + gContext.mbUsing = false; + } + + type = gContext.mCurrentOperation; + } + else + { + // find new possible way to move + vec_t gizmoHitProportion; + type = gContext.mbOverGizmoHotspot ? MT_NONE : GetMoveType(op, &gizmoHitProportion); + gContext.mbOverGizmoHotspot |= type != MT_NONE; + if (type != MT_NONE) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + } + if (CanActivate() && type != MT_NONE) + { + gContext.mbUsing = true; + gContext.mEditingID = gContext.GetCurrentID(); + gContext.mCurrentOperation = type; + vec_t movePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, + gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, + -gContext.mCameraDir }; + + vec_t cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye); + for (unsigned int i = 0; i < 3; i++) + { + vec_t orthoVector = Cross(movePlanNormal[i], cameraToModelNormalized); + movePlanNormal[i].Cross(orthoVector); + movePlanNormal[i].Normalize(); + } + // pickup plan + gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, movePlanNormal[type - MT_MOVE_X]); + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len; + gContext.mMatrixOrigin = gContext.mModel.v.position; + + gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor); + } + } + return modified; + } + + static bool HandleScale(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) + { + if((!Intersects(op, SCALE) && !Intersects(op, SCALEU)) || type != MT_NONE || !gContext.mbMouseOver) + { + return false; + } + ImGuiIO& io = ImGui::GetIO(); + bool modified = false; + + if (!gContext.mbUsing) + { + // find new possible way to scale + type = gContext.mbOverGizmoHotspot ? MT_NONE : GetScaleType(op); + gContext.mbOverGizmoHotspot |= type != MT_NONE; + + if (type != MT_NONE) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + } + if (CanActivate() && type != MT_NONE) + { + gContext.mbUsing = true; + gContext.mEditingID = gContext.GetCurrentID(); + gContext.mCurrentOperation = type; + const vec_t movePlanNormal[] = { gContext.mModelLocal.v.up, gContext.mModelLocal.v.dir, gContext.mModelLocal.v.right, gContext.mModelLocal.v.dir, gContext.mModelLocal.v.up, gContext.mModelLocal.v.right, -gContext.mCameraDir }; + // pickup plan + + gContext.mTranslationPlan = BuildPlan(gContext.mModelLocal.v.position, movePlanNormal[type - MT_SCALE_X]); + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len; + gContext.mMatrixOrigin = gContext.mModelLocal.v.position; + gContext.mScale.Set(1.f, 1.f, 1.f); + gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModelLocal.v.position) * (1.f / gContext.mScreenFactor); + gContext.mScaleValueOrigin = makeVect(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length()); + gContext.mSaveMousePosx = io.MousePos.x; + } + } + // scale + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsScaleType(gContext.mCurrentOperation)) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len; + vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor; + vec_t delta = newOrigin - gContext.mModelLocal.v.position; + + // 1 axis constraint + if (gContext.mCurrentOperation >= MT_SCALE_X && gContext.mCurrentOperation <= MT_SCALE_Z) + { + int axisIndex = gContext.mCurrentOperation - MT_SCALE_X; + const vec_t& axisValue = *(vec_t*)&gContext.mModelLocal.m[axisIndex]; + float lengthOnAxis = Dot(axisValue, delta); + delta = axisValue * lengthOnAxis; + + vec_t baseVector = gContext.mTranslationPlanOrigin - gContext.mModelLocal.v.position; + float ratio = Dot(axisValue, baseVector + delta) / Dot(axisValue, baseVector); + + gContext.mScale[axisIndex] = max(ratio, 0.001f); + } + else + { + float scaleDelta = (io.MousePos.x - gContext.mSaveMousePosx) * 0.01f; + gContext.mScale.Set(max(1.f + scaleDelta, 0.001f)); + } + + // snap + if (snap) + { + float scaleSnap[] = { snap[0], snap[0], snap[0] }; + ComputeSnap(gContext.mScale, scaleSnap); + } + + // no 0 allowed + for (int i = 0; i < 3; i++) + gContext.mScale[i] = max(gContext.mScale[i], 0.001f); + + if (gContext.mScaleLast != gContext.mScale) + { + modified = true; + } + gContext.mScaleLast = gContext.mScale; + + // compute matrix & delta + matrix_t deltaMatrixScale; + deltaMatrixScale.Scale(gContext.mScale * gContext.mScaleValueOrigin); + + matrix_t res = deltaMatrixScale * gContext.mModelLocal; + *(matrix_t*)matrix = res; + + if (deltaMatrix) + { + vec_t deltaScale = gContext.mScale * gContext.mScaleValueOrigin; + + vec_t originalScaleDivider; + originalScaleDivider.x = 1 / gContext.mModelScaleOrigin.x; + originalScaleDivider.y = 1 / gContext.mModelScaleOrigin.y; + originalScaleDivider.z = 1 / gContext.mModelScaleOrigin.z; + + deltaScale = deltaScale * originalScaleDivider; + + deltaMatrixScale.Scale(deltaScale); + memcpy(deltaMatrix, deltaMatrixScale.m16, sizeof(float) * 16); + } + + if (!io.MouseDown[0]) + { + gContext.mbUsing = false; + gContext.mScale.Set(1.f, 1.f, 1.f); + } + + type = gContext.mCurrentOperation; + } + return modified; + } + + static bool HandleRotation(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) + { + if(!Intersects(op, ROTATE) || type != MT_NONE || !gContext.mbMouseOver) + { + return false; + } + ImGuiIO& io = ImGui::GetIO(); + bool applyRotationLocaly = gContext.mMode == LOCAL; + bool modified = false; + + if (!gContext.mbUsing) + { + type = gContext.mbOverGizmoHotspot ? MT_NONE : GetRotateType(op); + gContext.mbOverGizmoHotspot |= type != MT_NONE; + + if (type != MT_NONE) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + } + + if (type == MT_ROTATE_SCREEN) + { + applyRotationLocaly = true; + } + + if (CanActivate() && type != MT_NONE) + { + gContext.mbUsing = true; + gContext.mEditingID = gContext.GetCurrentID(); + gContext.mCurrentOperation = type; + const vec_t rotatePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, -gContext.mCameraDir }; + // pickup plan + if (applyRotationLocaly) + { + gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, rotatePlanNormal[type - MT_ROTATE_X]); + } + else + { + gContext.mTranslationPlan = BuildPlan(gContext.mModelSource.v.position, directionUnary[type - MT_ROTATE_X]); + } + + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan); + vec_t localPos = gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position; + gContext.mRotationVectorSource = Normalized(localPos); + gContext.mRotationAngleOrigin = ComputeAngleOnPlan(); + } + } + + // rotation + if (gContext.mbUsing && (gContext.GetCurrentID() == gContext.mEditingID) && IsRotateType(gContext.mCurrentOperation)) + { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + gContext.mRotationAngle = ComputeAngleOnPlan(); + if (snap) + { + float snapInRadian = snap[0] * DEG2RAD; + ComputeSnap(&gContext.mRotationAngle, snapInRadian); + } + vec_t rotationAxisLocalSpace; + + rotationAxisLocalSpace.TransformVector(makeVect(gContext.mTranslationPlan.x, gContext.mTranslationPlan.y, gContext.mTranslationPlan.z, 0.f), gContext.mModelInverse); + rotationAxisLocalSpace.Normalize(); + + matrix_t deltaRotation; + deltaRotation.RotationAxis(rotationAxisLocalSpace, gContext.mRotationAngle - gContext.mRotationAngleOrigin); + if (gContext.mRotationAngle != gContext.mRotationAngleOrigin) + { + modified = true; + } + gContext.mRotationAngleOrigin = gContext.mRotationAngle; + + matrix_t scaleOrigin; + scaleOrigin.Scale(gContext.mModelScaleOrigin); + + if (applyRotationLocaly) + { + *(matrix_t*)matrix = scaleOrigin * deltaRotation * gContext.mModelLocal; + } + else + { + matrix_t res = gContext.mModelSource; + res.v.position.Set(0.f); + + *(matrix_t*)matrix = res * deltaRotation; + ((matrix_t*)matrix)->v.position = gContext.mModelSource.v.position; + } + + if (deltaMatrix) + { + *(matrix_t*)deltaMatrix = gContext.mModelInverse * deltaRotation * gContext.mModel; + } + + if (!io.MouseDown[0]) + { + gContext.mbUsing = false; + gContext.mEditingID = -1; + } + type = gContext.mCurrentOperation; + } + return modified; + } + + void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale) + { + matrix_t mat = *(matrix_t*)matrix; + + scale[0] = mat.v.right.Length(); + scale[1] = mat.v.up.Length(); + scale[2] = mat.v.dir.Length(); + + mat.OrthoNormalize(); + + rotation[0] = RAD2DEG * atan2f(mat.m[1][2], mat.m[2][2]); + rotation[1] = RAD2DEG * atan2f(-mat.m[0][2], sqrtf(mat.m[1][2] * mat.m[1][2] + mat.m[2][2] * mat.m[2][2])); + rotation[2] = RAD2DEG * atan2f(mat.m[0][1], mat.m[0][0]); + + translation[0] = mat.v.position.x; + translation[1] = mat.v.position.y; + translation[2] = mat.v.position.z; + } + + void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix) + { + matrix_t& mat = *(matrix_t*)matrix; + + matrix_t rot[3]; + for (int i = 0; i < 3; i++) + { + rot[i].RotationAxis(directionUnary[i], rotation[i] * DEG2RAD); + } + + mat = rot[0] * rot[1] * rot[2]; + + float validScale[3]; + for (int i = 0; i < 3; i++) + { + if (fabsf(scale[i]) < FLT_EPSILON) + { + validScale[i] = 0.001f; + } + else + { + validScale[i] = scale[i]; + } + } + mat.v.right *= validScale[0]; + mat.v.up *= validScale[1]; + mat.v.dir *= validScale[2]; + mat.v.position.Set(translation[0], translation[1], translation[2], 1.f); + } + + void SetAlternativeWindow(ImGuiWindow* window) + { + gContext.mAlternativeWindow = window; + } + + void SetID(int id) + { + if (gContext.mIDStack.empty()) + { + gContext.mIDStack.push_back(-1); + } + gContext.mIDStack.back() = id; + } + + ImGuiID GetID(const char* str, const char* str_end) + { + ImGuiID seed = gContext.GetCurrentID(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + return id; + } + + ImGuiID GetID(const char* str) + { + return GetID(str, nullptr); + } + + ImGuiID GetID(const void* ptr) + { + ImGuiID seed = gContext.GetCurrentID(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + return id; + } + + ImGuiID GetID(int n) + { + ImGuiID seed = gContext.GetCurrentID(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + return id; + } + + void PushID(const char* str_id) + { + ImGuiID id = GetID(str_id); + gContext.mIDStack.push_back(id); + } + + void PushID(const char* str_id_begin, const char* str_id_end) + { + ImGuiID id = GetID(str_id_begin, str_id_end); + gContext.mIDStack.push_back(id); + } + + void PushID(const void* ptr_id) + { + ImGuiID id = GetID(ptr_id); + gContext.mIDStack.push_back(id); + } + + void PushID(int int_id) + { + ImGuiID id = GetID(int_id); + gContext.mIDStack.push_back(id); + } + + void PopID() + { + IM_ASSERT(gContext.mIDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + gContext.mIDStack.pop_back(); + } + + void AllowAxisFlip(bool value) + { + gContext.mAllowAxisFlip = value; + } + + void SetAxisLimit(float value) + { + gContext.mAxisLimit=value; + } + + void SetAxisMask(bool x, bool y, bool z) + { + gContext.mAxisMask = (x ? 1 : 0) + (y ? 2 : 0) + (z ? 4 : 0); + } + + void SetPlaneLimit(float value) + { + gContext.mPlaneLimit = value; + } + + bool IsOver(float* position, float pixelRadius) + { + const ImGuiIO& io = ImGui::GetIO(); + + float radius = sqrtf((ImLengthSqr(worldToPos({ position[0], position[1], position[2], 0.0f }, gContext.mViewProjection) - io.MousePos))); + return radius < pixelRadius; + } + + bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix, const float* snap, const float* localBounds, const float* boundsSnap) + { + gContext.mDrawList->PushClipRect (ImVec2 (gContext.mX, gContext.mY), ImVec2 (gContext.mX + gContext.mWidth, gContext.mY + gContext.mHeight), false); + + // Scale is always local or matrix will be skewed when applying world scale or oriented matrix + ComputeContext(view, projection, matrix, (operation & SCALE) ? LOCAL : mode); + + // set delta to identity + if (deltaMatrix) + { + ((matrix_t*)deltaMatrix)->SetToIdentity(); + } + + // behind camera + vec_t camSpacePosition; + camSpacePosition.TransformPoint(makeVect(0.f, 0.f, 0.f), gContext.mMVP); + if (!gContext.mIsOrthographic && camSpacePosition.z < 0.001f && !gContext.mbUsing) + { + return false; + } + + // -- + int type = MT_NONE; + bool manipulated = false; + if (gContext.mbEnable) + { + if (!gContext.mbUsingBounds) + { + manipulated = HandleTranslation(matrix, deltaMatrix, operation, type, snap) || + HandleScale(matrix, deltaMatrix, operation, type, snap) || + HandleRotation(matrix, deltaMatrix, operation, type, snap); + } + } + + if (localBounds && !gContext.mbUsing) + { + HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap, operation); + } + + gContext.mOperation = operation; + if (!gContext.mbUsingBounds) + { + DrawRotationGizmo(operation, type); + DrawTranslationGizmo(operation, type); + DrawScaleGizmo(operation, type); + DrawScaleUniveralGizmo(operation, type); + } + + gContext.mDrawList->PopClipRect (); + return manipulated; + } + + void SetGizmoSizeClipSpace(float value) + { + gContext.mGizmoSizeClipSpace = value; + } + + /////////////////////////////////////////////////////////////////////////////////////////////////// + void ComputeFrustumPlanes(vec_t* frustum, const float* clip) + { + frustum[0].x = clip[3] - clip[0]; + frustum[0].y = clip[7] - clip[4]; + frustum[0].z = clip[11] - clip[8]; + frustum[0].w = clip[15] - clip[12]; + + frustum[1].x = clip[3] + clip[0]; + frustum[1].y = clip[7] + clip[4]; + frustum[1].z = clip[11] + clip[8]; + frustum[1].w = clip[15] + clip[12]; + + frustum[2].x = clip[3] + clip[1]; + frustum[2].y = clip[7] + clip[5]; + frustum[2].z = clip[11] + clip[9]; + frustum[2].w = clip[15] + clip[13]; + + frustum[3].x = clip[3] - clip[1]; + frustum[3].y = clip[7] - clip[5]; + frustum[3].z = clip[11] - clip[9]; + frustum[3].w = clip[15] - clip[13]; + + frustum[4].x = clip[3] - clip[2]; + frustum[4].y = clip[7] - clip[6]; + frustum[4].z = clip[11] - clip[10]; + frustum[4].w = clip[15] - clip[14]; + + frustum[5].x = clip[3] + clip[2]; + frustum[5].y = clip[7] + clip[6]; + frustum[5].z = clip[11] + clip[10]; + frustum[5].w = clip[15] + clip[14]; + + for (int i = 0; i < 6; i++) + { + frustum[i].Normalize(); + } + } + + void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount) + { + matrix_t viewInverse; + viewInverse.Inverse(*(matrix_t*)view); + + struct CubeFace + { + float z; + ImVec2 faceCoordsScreen[4]; + ImU32 color; + }; + CubeFace* faces = (CubeFace*)_malloca(sizeof(CubeFace) * matrixCount * 6); + + if (!faces) + { + return; + } + + vec_t frustum[6]; + matrix_t viewProjection = *(matrix_t*)view * *(matrix_t*)projection; + ComputeFrustumPlanes(frustum, viewProjection.m16); + + int cubeFaceCount = 0; + for (int cube = 0; cube < matrixCount; cube++) + { + const float* matrix = &matrices[cube * 16]; + + matrix_t res = *(matrix_t*)matrix * *(matrix_t*)view * *(matrix_t*)projection; + + for (int iFace = 0; iFace < 6; iFace++) + { + const int normalIndex = (iFace % 3); + const int perpXIndex = (normalIndex + 1) % 3; + const int perpYIndex = (normalIndex + 2) % 3; + const float invert = (iFace > 2) ? -1.f : 1.f; + + const vec_t faceCoords[4] = { directionUnary[normalIndex] + directionUnary[perpXIndex] + directionUnary[perpYIndex], + directionUnary[normalIndex] + directionUnary[perpXIndex] - directionUnary[perpYIndex], + directionUnary[normalIndex] - directionUnary[perpXIndex] - directionUnary[perpYIndex], + directionUnary[normalIndex] - directionUnary[perpXIndex] + directionUnary[perpYIndex], + }; + + // clipping + /* + bool skipFace = false; + for (unsigned int iCoord = 0; iCoord < 4; iCoord++) + { + vec_t camSpacePosition; + camSpacePosition.TransformPoint(faceCoords[iCoord] * 0.5f * invert, res); + if (camSpacePosition.z < 0.001f) + { + skipFace = true; + break; + } + } + if (skipFace) + { + continue; + } + */ + vec_t centerPosition, centerPositionVP; + centerPosition.TransformPoint(directionUnary[normalIndex] * 0.5f * invert, *(matrix_t*)matrix); + centerPositionVP.TransformPoint(directionUnary[normalIndex] * 0.5f * invert, res); + + bool inFrustum = true; + for (int iFrustum = 0; iFrustum < 6; iFrustum++) + { + float dist = DistanceToPlane(centerPosition, frustum[iFrustum]); + if (dist < 0.f) + { + inFrustum = false; + break; + } + } + + if (!inFrustum) + { + continue; + } + CubeFace& cubeFace = faces[cubeFaceCount]; + + // 3D->2D + //ImVec2 faceCoordsScreen[4]; + for (unsigned int iCoord = 0; iCoord < 4; iCoord++) + { + cubeFace.faceCoordsScreen[iCoord] = worldToPos(faceCoords[iCoord] * 0.5f * invert, res); + } + + ImU32 directionColor = GetColorU32(DIRECTION_X + normalIndex); + cubeFace.color = directionColor | IM_COL32(0x80, 0x80, 0x80, 0); + + cubeFace.z = centerPositionVP.z / centerPositionVP.w; + cubeFaceCount++; + } + } + qsort(faces, cubeFaceCount, sizeof(CubeFace), [](void const* _a, void const* _b) { + CubeFace* a = (CubeFace*)_a; + CubeFace* b = (CubeFace*)_b; + if (a->z < b->z) + { + return 1; + } + return -1; + }); + // draw face with lighter color + for (int iFace = 0; iFace < cubeFaceCount; iFace++) + { + const CubeFace& cubeFace = faces[iFace]; + gContext.mDrawList->AddConvexPolyFilled(cubeFace.faceCoordsScreen, 4, cubeFace.color); + } + + _freea(faces); + } + + void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize) + { + matrix_t viewProjection = *(matrix_t*)view * *(matrix_t*)projection; + vec_t frustum[6]; + ComputeFrustumPlanes(frustum, viewProjection.m16); + matrix_t res = *(matrix_t*)matrix * viewProjection; + + for (float f = -gridSize; f <= gridSize; f += 1.f) + { + for (int dir = 0; dir < 2; dir++) + { + vec_t ptA = makeVect(dir ? -gridSize : f, 0.f, dir ? f : -gridSize); + vec_t ptB = makeVect(dir ? gridSize : f, 0.f, dir ? f : gridSize); + bool visible = true; + for (int i = 0; i < 6; i++) + { + float dA = DistanceToPlane(ptA, frustum[i]); + float dB = DistanceToPlane(ptB, frustum[i]); + if (dA < 0.f && dB < 0.f) + { + visible = false; + break; + } + if (dA > 0.f && dB > 0.f) + { + continue; + } + if (dA < 0.f) + { + float len = fabsf(dA - dB); + float t = fabsf(dA) / len; + ptA.Lerp(ptB, t); + } + if (dB < 0.f) + { + float len = fabsf(dB - dA); + float t = fabsf(dB) / len; + ptB.Lerp(ptA, t); + } + } + if (visible) + { + ImU32 col = IM_COL32(0x80, 0x80, 0x80, 0xFF); + col = (fmodf(fabsf(f), 10.f) < FLT_EPSILON) ? IM_COL32(0x90, 0x90, 0x90, 0xFF) : col; + col = (fabsf(f) < FLT_EPSILON) ? IM_COL32(0x40, 0x40, 0x40, 0xFF): col; + + float thickness = 1.f; + thickness = (fmodf(fabsf(f), 10.f) < FLT_EPSILON) ? 1.5f : thickness; + thickness = (fabsf(f) < FLT_EPSILON) ? 2.3f : thickness; + + gContext.mDrawList->AddLine(worldToPos(ptA, res), worldToPos(ptB, res), col, thickness); + } + } + } + } + + void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor) + { + // Scale is always local or matrix will be skewed when applying world scale or oriented matrix + ComputeContext(view, projection, matrix, (operation & SCALE) ? LOCAL : mode); + ViewManipulate(view, length, position, size, backgroundColor); + } + + void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor) + { + static bool isDraging = false; + static bool isClicking = false; + static vec_t interpolationUp; + static vec_t interpolationDir; + static int interpolationFrames = 0; + const vec_t referenceUp = makeVect(0.f, 1.f, 0.f); + + matrix_t svgView, svgProjection; + svgView = gContext.mViewMat; + svgProjection = gContext.mProjectionMat; + + ImGuiIO& io = ImGui::GetIO(); + gContext.mDrawList->AddRectFilled(position, position + size, backgroundColor); + matrix_t viewInverse; + viewInverse.Inverse(*(matrix_t*)view); + + const vec_t camTarget = viewInverse.v.position - viewInverse.v.dir * length; + + // view/projection matrices + const float distance = 3.f; + matrix_t cubeProjection, cubeView; + float fov = acosf(distance / (sqrtf(distance * distance + 3.f))) * RAD2DEG; + Perspective(fov / sqrtf(2.f), size.x / size.y, 0.01f, 1000.f, cubeProjection.m16); + + vec_t dir = makeVect(viewInverse.m[2][0], viewInverse.m[2][1], viewInverse.m[2][2]); + vec_t up = makeVect(viewInverse.m[1][0], viewInverse.m[1][1], viewInverse.m[1][2]); + vec_t eye = dir * distance; + vec_t zero = makeVect(0.f, 0.f); + LookAt(&eye.x, &zero.x, &up.x, cubeView.m16); + + // set context + gContext.mViewMat = cubeView; + gContext.mProjectionMat = cubeProjection; + ComputeCameraRay(gContext.mRayOrigin, gContext.mRayVector, position, size); + + const matrix_t res = cubeView * cubeProjection; + + // panels + static const ImVec2 panelPosition[9] = { ImVec2(0.75f,0.75f), ImVec2(0.25f, 0.75f), ImVec2(0.f, 0.75f), + ImVec2(0.75f, 0.25f), ImVec2(0.25f, 0.25f), ImVec2(0.f, 0.25f), + ImVec2(0.75f, 0.f), ImVec2(0.25f, 0.f), ImVec2(0.f, 0.f) }; + + static const ImVec2 panelSize[9] = { ImVec2(0.25f,0.25f), ImVec2(0.5f, 0.25f), ImVec2(0.25f, 0.25f), + ImVec2(0.25f, 0.5f), ImVec2(0.5f, 0.5f), ImVec2(0.25f, 0.5f), + ImVec2(0.25f, 0.25f), ImVec2(0.5f, 0.25f), ImVec2(0.25f, 0.25f) }; + + // tag faces + bool boxes[27]{}; + static int overBox = -1; + for (int iPass = 0; iPass < 2; iPass++) + { + for (int iFace = 0; iFace < 6; iFace++) + { + const int normalIndex = (iFace % 3); + const int perpXIndex = (normalIndex + 1) % 3; + const int perpYIndex = (normalIndex + 2) % 3; + const float invert = (iFace > 2) ? -1.f : 1.f; + const vec_t indexVectorX = directionUnary[perpXIndex] * invert; + const vec_t indexVectorY = directionUnary[perpYIndex] * invert; + const vec_t boxOrigin = directionUnary[normalIndex] * -invert - indexVectorX - indexVectorY; + + // plan local space + const vec_t n = directionUnary[normalIndex] * invert; + vec_t viewSpaceNormal = n; + vec_t viewSpacePoint = n * 0.5f; + viewSpaceNormal.TransformVector(cubeView); + viewSpaceNormal.Normalize(); + viewSpacePoint.TransformPoint(cubeView); + const vec_t viewSpaceFacePlan = BuildPlan(viewSpacePoint, viewSpaceNormal); + + // back face culling + if (viewSpaceFacePlan.w > 0.f) + { + continue; + } + + const vec_t facePlan = BuildPlan(n * 0.5f, n); + + const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, facePlan); + vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len - (n * 0.5f); + + float localx = Dot(directionUnary[perpXIndex], posOnPlan) * invert + 0.5f; + float localy = Dot(directionUnary[perpYIndex], posOnPlan) * invert + 0.5f; + + // panels + const vec_t dx = directionUnary[perpXIndex]; + const vec_t dy = directionUnary[perpYIndex]; + const vec_t origin = directionUnary[normalIndex] - dx - dy; + for (int iPanel = 0; iPanel < 9; iPanel++) + { + vec_t boxCoord = boxOrigin + indexVectorX * float(iPanel % 3) + indexVectorY * float(iPanel / 3) + makeVect(1.f, 1.f, 1.f); + const ImVec2 p = panelPosition[iPanel] * 2.f; + const ImVec2 s = panelSize[iPanel] * 2.f; + ImVec2 faceCoordsScreen[4]; + vec_t panelPos[4] = { dx * p.x + dy * p.y, + dx * p.x + dy * (p.y + s.y), + dx * (p.x + s.x) + dy * (p.y + s.y), + dx * (p.x + s.x) + dy * p.y }; + + for (unsigned int iCoord = 0; iCoord < 4; iCoord++) + { + faceCoordsScreen[iCoord] = worldToPos((panelPos[iCoord] + origin) * 0.5f * invert, res, position, size); + } + + const ImVec2 panelCorners[2] = { panelPosition[iPanel], panelPosition[iPanel] + panelSize[iPanel] }; + bool insidePanel = localx > panelCorners[0].x && localx < panelCorners[1].x && localy > panelCorners[0].y && localy < panelCorners[1].y; + int boxCoordInt = int(boxCoord.x * 9.f + boxCoord.y * 3.f + boxCoord.z); + IM_ASSERT(boxCoordInt < 27); + boxes[boxCoordInt] |= insidePanel && (!isDraging) && gContext.mbMouseOver; + + // draw face with lighter color + if (iPass) + { + ImU32 directionColor = GetColorU32(DIRECTION_X + normalIndex); + gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, (directionColor | IM_COL32(0x80, 0x80, 0x80, 0x80)) | (gContext.mIsViewManipulatorHovered ? IM_COL32(0x08, 0x08, 0x08, 0) : 0)); + if (boxes[boxCoordInt]) + { + ImU32 selectionColor = GetColorU32(SELECTION); + gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, selectionColor); + + if (io.MouseDown[0] && !isClicking && !isDraging && GImGui->ActiveId == 0) { + overBox = boxCoordInt; + isClicking = true; + isDraging = true; + } + } + } + } + } + } + if (interpolationFrames) + { + interpolationFrames--; + vec_t newDir = viewInverse.v.dir; + newDir.Lerp(interpolationDir, 0.2f); + newDir.Normalize(); + + vec_t newUp = viewInverse.v.up; + newUp.Lerp(interpolationUp, 0.3f); + newUp.Normalize(); + newUp = interpolationUp; + vec_t newEye = camTarget + newDir * length; + LookAt(&newEye.x, &camTarget.x, &newUp.x, view); + } + gContext.mIsViewManipulatorHovered = gContext.mbMouseOver && ImRect(position, position + size).Contains(io.MousePos); + + if (io.MouseDown[0] && (fabsf(io.MouseDelta[0]) || fabsf(io.MouseDelta[1])) && isClicking) + { + isClicking = false; + } + + if (!io.MouseDown[0]) + { + if (isClicking) + { + // apply new view direction + int cx = overBox / 9; + int cy = (overBox - cx * 9) / 3; + int cz = overBox % 3; + interpolationDir = makeVect(1.f - (float)cx, 1.f - (float)cy, 1.f - (float)cz); + interpolationDir.Normalize(); + + if (fabsf(Dot(interpolationDir, referenceUp)) > 1.0f - 0.01f) + { + vec_t right = viewInverse.v.right; + if (fabsf(right.x) > fabsf(right.z)) + { + right.z = 0.f; + } + else + { + right.x = 0.f; + } + right.Normalize(); + interpolationUp = Cross(interpolationDir, right); + interpolationUp.Normalize(); + } + else + { + interpolationUp = referenceUp; + } + interpolationFrames = 40; + + } + isClicking = false; + isDraging = false; + } + + + if (isDraging) + { + matrix_t rx, ry, roll; + + rx.RotationAxis(referenceUp, -io.MouseDelta.x * 0.01f); + ry.RotationAxis(viewInverse.v.right, -io.MouseDelta.y * 0.01f); + + roll = rx * ry; + + vec_t newDir = viewInverse.v.dir; + newDir.TransformVector(roll); + newDir.Normalize(); + + // clamp + vec_t planDir = Cross(viewInverse.v.right, referenceUp); + planDir.y = 0.f; + planDir.Normalize(); + float dt = Dot(planDir, newDir); + if (dt < 0.0f) + { + newDir += planDir * dt; + newDir.Normalize(); + } + + vec_t newEye = camTarget + newDir * length; + LookAt(&newEye.x, &camTarget.x, &referenceUp.x, view); + } + + gContext.mbUsingViewManipulate = (interpolationFrames != 0) || isDraging; + if (isClicking || gContext.mbUsingViewManipulate || gContext.mIsViewManipulatorHovered) { +#if IMGUI_VERSION_NUM >= 18723 + ImGui::SetNextFrameWantCaptureMouse(true); +#else + ImGui::CaptureMouseFromApp(); +#endif + } + + // restore view/projection because it was used to compute ray + ComputeContext(svgView.m16, svgProjection.m16, gContext.mModelSource.m16, gContext.mMode); + } +}; diff --git a/skeleton/imgui/ImGuizmo.h b/skeleton/imgui/ImGuizmo.h new file mode 100644 index 0000000..4ccff18 --- /dev/null +++ b/skeleton/imgui/ImGuizmo.h @@ -0,0 +1,306 @@ +// https://github.com/CedricGuillemet/ImGuizmo +// v1.91.3 WIP +// +// The MIT License(MIT) +// +// Copyright(c) 2021 Cedric Guillemet +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// +// ------------------------------------------------------------------------------------------- +// History : +// 2019/11/03 View gizmo +// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode. +// 2016/09/09 Hatched negative axis. Snapping. Documentation update. +// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved +// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results. +// 2016/08/31 First version +// +// ------------------------------------------------------------------------------------------- +// Future (no order): +// +// - Multi view +// - display rotation/translation/scale infos in local/world space and not only local +// - finish local/world matrix application +// - OPERATION as bitmask +// +// ------------------------------------------------------------------------------------------- +// Example +#if 0 +void EditTransform(const Camera& camera, matrix_t& matrix) +{ + static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE); + static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD); + if (ImGui::IsKeyPressed(90)) + mCurrentGizmoOperation = ImGuizmo::TRANSLATE; + if (ImGui::IsKeyPressed(69)) + mCurrentGizmoOperation = ImGuizmo::ROTATE; + if (ImGui::IsKeyPressed(82)) // r Key + mCurrentGizmoOperation = ImGuizmo::SCALE; + if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) + mCurrentGizmoOperation = ImGuizmo::TRANSLATE; + ImGui::SameLine(); + if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE)) + mCurrentGizmoOperation = ImGuizmo::ROTATE; + ImGui::SameLine(); + if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE)) + mCurrentGizmoOperation = ImGuizmo::SCALE; + float matrixTranslation[3], matrixRotation[3], matrixScale[3]; + ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale); + ImGui::InputFloat3("Tr", matrixTranslation, 3); + ImGui::InputFloat3("Rt", matrixRotation, 3); + ImGui::InputFloat3("Sc", matrixScale, 3); + ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16); + + if (mCurrentGizmoOperation != ImGuizmo::SCALE) + { + if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL)) + mCurrentGizmoMode = ImGuizmo::LOCAL; + ImGui::SameLine(); + if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD)) + mCurrentGizmoMode = ImGuizmo::WORLD; + } + static bool useSnap(false); + if (ImGui::IsKeyPressed(83)) + useSnap = !useSnap; + ImGui::Checkbox("", &useSnap); + ImGui::SameLine(); + vec_t snap; + switch (mCurrentGizmoOperation) + { + case ImGuizmo::TRANSLATE: + snap = config.mSnapTranslation; + ImGui::InputFloat3("Snap", &snap.x); + break; + case ImGuizmo::ROTATE: + snap = config.mSnapRotation; + ImGui::InputFloat("Angle Snap", &snap.x); + break; + case ImGuizmo::SCALE: + snap = config.mSnapScale; + ImGui::InputFloat("Scale Snap", &snap.x); + break; + } + ImGuiIO& io = ImGui::GetIO(); + ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); + ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL); +} +#endif +#pragma once + +#ifdef USE_IMGUI_API +#include "imconfig.h" +#endif +#ifndef IMGUI_API +#define IMGUI_API +#endif + +#ifndef IMGUIZMO_NAMESPACE +#define IMGUIZMO_NAMESPACE ImGuizmo +#endif + +struct ImGuiWindow; + +namespace IMGUIZMO_NAMESPACE +{ + // call inside your own window and before Manipulate() in order to draw gizmo to that window. + // Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()). + IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr); + + // call BeginFrame right after ImGui_XXXX_NewFrame(); + IMGUI_API void BeginFrame(); + + // this is necessary because when imguizmo is compiled into a dll, and imgui into another + // globals are not shared between them. + // More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam + // expose method to set imgui context + IMGUI_API void SetImGuiContext(ImGuiContext* ctx); + + // return true if mouse cursor is over any gizmo control (axis, plan or screen component) + IMGUI_API bool IsOver(); + + // return true if mouse IsOver or if the gizmo is in moving state + IMGUI_API bool IsUsing(); + + // return true if the view gizmo is in moving state + IMGUI_API bool IsUsingViewManipulate(); + // only check if your mouse is over the view manipulator - no matter whether it's active or not + IMGUI_API bool IsViewManipulateHovered(); + + // return true if any gizmo is in moving state + IMGUI_API bool IsUsingAny(); + + // enable/disable the gizmo. Stay in the state until next call to Enable. + // gizmo is rendered with gray half transparent color when disabled + IMGUI_API void Enable(bool enable); + + // helper functions for manualy editing translation/rotation/scale with an input float + // translation, rotation and scale float points to 3 floats each + // Angles are in degrees (more suitable for human editing) + // example: + // float matrixTranslation[3], matrixRotation[3], matrixScale[3]; + // ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale); + // ImGui::InputFloat3("Tr", matrixTranslation, 3); + // ImGui::InputFloat3("Rt", matrixRotation, 3); + // ImGui::InputFloat3("Sc", matrixScale, 3); + // ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16); + // + // These functions have some numerical stability issues for now. Use with caution. + IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale); + IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix); + + IMGUI_API void SetRect(float x, float y, float width, float height); + // default is false + IMGUI_API void SetOrthographic(bool isOrthographic); + + // Render a cube with face color corresponding to face normal. Usefull for debug/tests + IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount); + IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize); + + // call it when you want a gizmo + // Needs view and projection matrices. + // matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional + // translation is applied in world space + enum OPERATION + { + TRANSLATE_X = (1u << 0), + TRANSLATE_Y = (1u << 1), + TRANSLATE_Z = (1u << 2), + ROTATE_X = (1u << 3), + ROTATE_Y = (1u << 4), + ROTATE_Z = (1u << 5), + ROTATE_SCREEN = (1u << 6), + SCALE_X = (1u << 7), + SCALE_Y = (1u << 8), + SCALE_Z = (1u << 9), + BOUNDS = (1u << 10), + SCALE_XU = (1u << 11), + SCALE_YU = (1u << 12), + SCALE_ZU = (1u << 13), + + TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z, + ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN, + SCALE = SCALE_X | SCALE_Y | SCALE_Z, + SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal + UNIVERSAL = TRANSLATE | ROTATE | SCALEU + }; + + inline OPERATION operator|(OPERATION lhs, OPERATION rhs) + { + return static_cast(static_cast(lhs) | static_cast(rhs)); + } + + enum MODE + { + LOCAL, + WORLD + }; + + IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL); + // + // Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en + // It seems to be a defensive patent in the US. I don't think it will bring troubles using it as + // other software are using the same mechanics. But just in case, you are now warned! + // + IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor); + + // use this version if you did not call Manipulate before and you are just using ViewManipulate + IMGUI_API void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor); + + IMGUI_API void SetAlternativeWindow(ImGuiWindow* window); + + [[deprecated("Use PushID/PopID instead.")]] + IMGUI_API void SetID(int id); + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // return true if the cursor is over the operation's gizmo + IMGUI_API bool IsOver(OPERATION op); + IMGUI_API void SetGizmoSizeClipSpace(float value); + + // Allow axis to flip + // When true (default), the guizmo axis flip for better visibility + // When false, they always stay along the positive world/local axis + IMGUI_API void AllowAxisFlip(bool value); + + // Configure the limit where axis are hidden + IMGUI_API void SetAxisLimit(float value); + // Set an axis mask to permanently hide a given axis (true -> hidden, false -> shown) + IMGUI_API void SetAxisMask(bool x, bool y, bool z); + // Configure the limit where planes are hiden + IMGUI_API void SetPlaneLimit(float value); + // from a x,y,z point in space and using Manipulation view/projection matrix, check if mouse is in pixel radius distance of that projected point + IMGUI_API bool IsOver(float* position, float pixelRadius); + + enum COLOR + { + DIRECTION_X, // directionColor[0] + DIRECTION_Y, // directionColor[1] + DIRECTION_Z, // directionColor[2] + PLANE_X, // planeColor[0] + PLANE_Y, // planeColor[1] + PLANE_Z, // planeColor[2] + SELECTION, // selectionColor + INACTIVE, // inactiveColor + TRANSLATION_LINE, // translationLineColor + SCALE_LINE, + ROTATION_USING_BORDER, + ROTATION_USING_FILL, + HATCHED_AXIS_LINES, + TEXT, + TEXT_SHADOW, + COUNT + }; + + struct Style + { + IMGUI_API Style(); + + float TranslationLineThickness; // Thickness of lines for translation gizmo + float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo + float RotationLineThickness; // Thickness of lines for rotation gizmo + float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo + float ScaleLineThickness; // Thickness of lines for scale gizmo + float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo + float HatchedAxisLineThickness; // Thickness of hatched axis lines + float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo + + ImVec4 Colors[COLOR::COUNT]; + }; + + IMGUI_API Style& GetStyle(); +} diff --git a/skeleton/imgui/LICENSE_imgui.txt b/skeleton/imgui/LICENSE_imgui.txt new file mode 100644 index 0000000..00ae473 --- /dev/null +++ b/skeleton/imgui/LICENSE_imgui.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2014-2025 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/skeleton/imgui/LICENSE_imguizmo.txt b/skeleton/imgui/LICENSE_imguizmo.txt new file mode 100644 index 0000000..dcbee45 --- /dev/null +++ b/skeleton/imgui/LICENSE_imguizmo.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2016 Cedric Guillemet + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/skeleton/imgui/imconfig.h b/skeleton/imgui/imconfig.h new file mode 100644 index 0000000..4dab1b6 --- /dev/null +++ b/skeleton/imgui/imconfig.h @@ -0,0 +1,145 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set. +// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use) +//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/skeleton/imgui/imgui.cpp b/skeleton/imgui/imgui.cpp new file mode 100644 index 0000000..2861714 --- /dev/null +++ b/skeleton/imgui/imgui.cpp @@ -0,0 +1,17877 @@ +// dear imgui, v1.92.2b +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - USING CUSTOM BACKEND / CUSTOM ENGINE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] FONTS, TEXTURES +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z Undo. + - CTRL+Y or CTRL+Shift+Z: Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + + USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into framebuffer + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + +USING CUSTOM BACKEND / CUSTOM ENGINE +------------------------------------ + +IMPLEMENTING YOUR PLATFORM BACKEND: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions. + -> the Platform backends in impl_impl_XXX.cpp files contain many implementations. + +IMPLEMENTING YOUR RenderDrawData() function: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function. + +IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function. + + Basic application/backend skeleton: + + // Application init: create a Dear ImGui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: set io.ConfigXXX values, e.g. + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls + + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + io.Fonts->AddFontFromFileTTF("NotoSans.ttf"); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // End the dear imgui frame + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); // this is automatically called by Render(), but available + ImGui::Render(); + + // Update textures + ImDrawData* draw_data = ImGui::GetDrawData(); + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // Render dear imgui contents, swap buffers + MyImGuiBackend_RenderDrawData(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) + - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete). + - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM + to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150) + - Incorrect way to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Correct ways to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. + - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED. + IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/ + As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+). + If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes. + - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this! + - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required. + - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch. + - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has a REQUIRED size parameter. + - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize). + - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value. + - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site. + - Kept inline single parameter function. Will obsolete. + - Fonts: **IMPORTANT** on Font Merging: + - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph. + Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font. + - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before! + - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. + After the update and when using a new backend, those glyphs may now loaded from Font Source 1! + - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source: + // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range + static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + ImFontConfig cfg1; + cfg1.GlyphExcludeRanges = exclude_ranges; + io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + // Add Font Source 2, which expects to use the range above + ImFontConfig cfg2; + cfg2.MergeMode = true; + io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate unde + - Fonts: **IMPORTANT** on Thread Safety: + - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded. + - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont(). + - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". + - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. + - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete). + - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling. + - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese(). + - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't. + - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors. + - Fonts: obsoleted ImFont::Scale which is not useful anymore. + - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[] + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance(). + - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels(). + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.) + - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader(). + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader() + - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1] + - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h. + - old: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + - new; + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. + - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). + - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more. + - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition() + - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function. + - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete). + - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092) + - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead. + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387) + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. + - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. +static const float FONT_DEFAULT_SIZE = 20.0f; + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateFontsNewFrame(); +static void UpdateFontsEndFrame(); +static void UpdateTexturesNewFrame(); +static void UpdateTexturesEndFrame(); +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); +static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static void UpdateViewportsNewFrame(); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame. + FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageBorderSize = 0.0f; // Thickness of border around tabs. + TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone; + TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // [Internal] + _MainScale = 1.0f; + _NextFrameFontSizeBase = 0.0f; + + // Default theme + ImGui::StyleColorsDark(this); +} + + +// Scale all spacing/padding/thickness values. Do not scale fonts. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + _MainScale *= scale_factor; + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor); + TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor); + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontDefault = NULL; + FontAllowUserScaling = false; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + FontGlobalScale = 1.0f; // Use style.FontScaleMain instead! +#endif + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matters: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = ImStrlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +void* ImMemdup(const void* src, size_t size) +{ + void* dst = IM_ALLOC(size); + return memcpy(dst, src, size); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + ImStrlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +int ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return count; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + ImStrlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)ImStrlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + table->CurrentRow += row_increase; + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + { + // Mitigation/hack for very large range: assume last time height constitute line height. + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight); + } + else + { + clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + } + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + { + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, 0, 0)); + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + } + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + data->StepNo++; + if (clipper->DisplayStart >= clipper->DisplayEnd) + continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart >= DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiStyleVarInfo GStyleVarsInfo[] = +{ + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) }, // ImGuiStyleVar_TabMinWidthBase + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) }, // ImGuiStyleVar_TabMinWidthShrink + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding +}; + +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_InputTextCursor: return "InputTextCursor"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_TreeLines: return "TreeLines"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceeding 'float ellipsis_max' and was the same value for 99% of users. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255)); + + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + ImFontBaked* baked = font->GetFontBaked(font_size); + const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); + } + else + { + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureRef tex_ref = font_atlas->TexRef; + draw_list->PushTexture(tex_ref); + draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); + } + draw_list->PopTexture(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + Font = NULL; + FontBaked = NULL; + FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; + FontRasterizerDensity = 1.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + if (shared_font_atlas == NULL) + IO.Fonts->OwnerContext = this; + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflictsId = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdDisabledId = 0; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingWithGamepad = true; + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingInputSource = ImGuiInputSource_None; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + InputTextPasswordFontBackupFlags = ImFontFlags_None; + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK +#endif + + // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow. + // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED. +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. + // But this link allows us to facilitate/handle a few edge cases better. + ImFontAtlas* atlas = g.IO.Fonts; + g.DrawListSharedData.Context = &g; + RegisterFontAtlas(atlas); + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + for (ImFontAtlas* atlas : g.FontAtlases) + { + UnregisterFontAtlas(atlas); + if (atlas->OwnerContext == &g) + { + atlas->Locked = false; + IM_DELETE(atlas); + } + } + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)ImStrlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + MoveId = GetID("#MOVE"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastTimeActive = -1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = 1.0f; + SettingsOffset = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking + if (window) + { + bool backup_skip_items = window->SkipItems; + window->SkipItems = false; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + { + ImGuiViewport* viewport = window->Viewport; + g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity() + } + ImGui::UpdateCurrentFontSize(0.0f); + window->SkipItems = backup_skip_items; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->CompactCache(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + StopMouseMovingWindow(); + } + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + g.ActiveIdDisabledId = 0; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + // FIXME: Can't we fully rely on LastItemData yet? + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + { + // When ActiveId == MoveId it means that either: + // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag) + // - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed. + // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId. + bool cancel_is_hovered = true; + if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id)) + cancel_is_hovered = false; + if (cancel_is_hovered) + return false; + } + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK. +// Returns whether the item was hovered, logic differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts + // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflictsId == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // We are done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = item_flags; + g.LastItemData.StatusFlags = status_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); +} + +static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect); +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTexture(g.IO.Fonts->TexRef); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.Viewports[0]); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.Viewports[0]); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// This is not 100% symetric with StartMouseMovingWindow(). +// We do NOT clear ActiveID, because: +// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. +// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item). +void ImGui::StopMouseMovingWindow() +{ + ImGuiContext& g = *GImGui; + + // [nb: docking branch has more stuff in this function] + + g.MovingWindow = NULL; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + SetWindowPos(moving_window, pos, ImGuiCond_Always); + FocusWindow(g.MovingWindow); + } + else + { + StopMouseMovingWindow(); + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // FIXME: In principal we might be able to call StopMouseMovingWindow() below. + // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId. + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) + if (g.HoveredIdIsDisabled) + { + g.MovingWindow = NULL; + g.ActiveIdDisabledId = g.HoveredId; + } + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments. +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + ErrorCheckNewFrameSanityChecks(); + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Update texture list (collect destroyed textures, etc.) + UpdateTexturesNewFrame(); + + // Setup current font and draw list shared data + SetupDrawListSharedData(); + UpdateFontsNewFrame(); + + g.WithinFrameScope = true; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + viewport->DrawDataP.Valid = false; + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflictsId = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + draw_data->OwnerViewport = viewport; + draw_data->Textures = &ImGui::GetPlatformIO().Textures; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindow->DrawList; + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = GetMainViewport(); + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI + window->DrawList->PopClipRect(); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + if (!g.WithinFrameScope) + { + IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?"); + return; + } + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch + ImGuiViewport* viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + UpdateFontsEndFrame(); + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + UpdateTexturesEndFrame(); + + // Unlock font atlas + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + for (ImFontAtlas* atlas : g.FontAtlases) + ImFontAtlasDebugLogTextureRequests(atlas); +#endif + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId == g.LastItemData.ID && g.NavId != 0; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags; + //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd() + } + else + { + SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); + } + + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = window; + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + + // Determine maximum window size + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize (up to maximum size) + return ImMin(size_desired, size_max); + } + else + { + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & (ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeY))) + size_auto_fit.y = window->SizeFull.y; + else if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && !(window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeX))) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axes + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const float border_inner = IM_ROUND(window_border_size * 0.5f); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders + if (handle_borders_and_resize_grips) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + { + g.CurrentItemFlags |= ImGuiItemFlags_NoFocus; + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + g.CurrentItemFlags &= ~ImGuiItemFlags_NoFocus; + } + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; + + // Inherent SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (flags & ImGuiWindowFlags_ChildMenu) + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + SetWindowViewport(window, viewport); + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(viewport->GetMainRect()); + ImRect viewport_work_rect(viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + ClampWindowPos(window, visibility_rect); + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) + // Whenever we add support for full decorated child windows we will likely make this logic more general. + bool handle_borders_and_resize_grips = true; + if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems) + handle_borders_and_resize_grips = false; + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTexture(g.Font->ContainerAtlas->TexRef); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; + window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentWindow(window); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!window->SkipRefresh) + PopClipRect(); // Inner window clip rectangle + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Queue applying in Begin() + if (window->WantCollapseToggle) + window->Collapsed ^= 1; + window->WantCollapseToggle = (window->Collapsed != collapsed); +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +ImFontBaked* ImGui::GetFontBaked() +{ + return GImGui->FontBaked; +} + +// Get current font size (= height in pixels) of current font, with global scale factors applied. +// - Use style.FontSizeBase to get value before global scale factors. +// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors) +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + UpdateCurrentFontSize(0.0f); +} +#endif + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] FONTS, TEXTURES +//----------------------------------------------------------------------------- +// Most of the relevant font logic is in imgui_draw.cpp. +// Those are high-level support functions. +//----------------------------------------------------------------------------- +// - UpdateTexturesNewFrame() [Internal] +// - UpdateTexturesEndFrame() [Internal] +// - UpdateFontsNewFrame() [Internal] +// - UpdateFontsEndFrame() [Internal] +// - GetDefaultFont() [Internal] +// - RegisterUserTexture() [Internal] +// - UnregisterUserTexture() [Internal] +// - RegisterFontAtlas() [Internal] +// - UnregisterFontAtlas() [Internal] +// - SetCurrentFont() [Internal] +// - UpdateCurrentFontSize() [Internal] +// - SetFontRasterizerDensity() [Internal] +// - PushFont() +// - PopFont() +//----------------------------------------------------------------------------- + +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); + } + else + { + // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. + // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. + // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. + // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); + IM_ASSERT(atlas->RendererHasTextures == has_textures); + } + } +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + +void ImGui::UpdateFontsNewFrame() +{ + ImGuiContext& g = *GImGui; + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = true; + + if (g.Style._NextFrameFontSizeBase != 0.0f) + { + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase; + g.Style._NextFrameFontSizeBase = 0.0f; + } + + // Apply default font size the first time + ImFont* font = ImGui::GetDefaultFont(); + if (g.Style.FontSizeBase <= 0.0f) + g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE); + + // Set initial font + g.Font = font; + g.FontSizeBase = g.Style.FontSizeBase; + g.FontSize = 0.0f; + ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize + SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale + g.FontStack.push_back(font_stack_data); + IM_ASSERT(g.Font->IsLoaded()); +} + +void ImGui::UpdateFontsEndFrame() +{ + PopFont(); +} + +ImFont* ImGui::GetDefaultFont() +{ + ImGuiContext& g = *GImGui; + ImFontAtlas* atlas = g.IO.Fonts; + if (atlas->Builder == NULL || atlas->Fonts.Size == 0) + ImFontAtlasBuildMain(atlas); + return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0]; +} + +// EXPERIMENTAL: DO NOT USE YET. +void ImGui::RegisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + tex->RefCount++; + g.UserTextures.push_back(tex); +} + +void ImGui::UnregisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tex->RefCount > 0); + tex->RefCount--; + g.UserTextures.find_erase(tex); +} + +void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + if (g.FontAtlases.Size == 0) + IM_ASSERT(atlas == g.IO.Fonts); + atlas->RefCount++; + g.FontAtlases.push_back(atlas); + ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); +} + +void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(atlas->RefCount > 0); + ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); + g.FontAtlases.find_erase(atlas); + atlas->RefCount--; +} + +// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. +// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? +void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + g.Font = font; + g.FontSizeBase = font_size_before_scaling; + UpdateCurrentFontSize(font_size_after_scaling); + + if (font != NULL) + { + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(font->Scale > 0.0f); +#endif + ImFontAtlas* atlas = font->ContainerAtlas; + g.DrawListSharedData.FontAtlas = atlas; + g.DrawListSharedData.Font = font; + ImFontAtlasUpdateDrawListsSharedData(atlas); + if (g.CurrentWindow != NULL) + g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef); + } +} + +void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.Style.FontSizeBase = g.FontSizeBase; + + // Early out to avoid hidden window keeping bakes referenced and out of GC reach. + // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching. + // FIXME: perhaps g.FontSize should be updated? + if (window != NULL && window->SkipItems) + { + ImGuiTable* table = g.CurrentTable; + if (table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false)) // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data. + return; + } + + // Restoring is pretty much only used by PopFont() + float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f; + if (final_size == 0.0f) + { + final_size = g.FontSizeBase; + + // Global scale factors + final_size *= g.Style.FontScaleMain; // Main global scale factor + final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled. + + // Window scale (mostly obsolete now) + if (window != NULL) + final_size *= window->FontWindowScale; + + // Legacy scale factors +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead! + if (g.Font != NULL) + final_size *= g.Font->Scale; // Was never really useful. +#endif + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - We may support it better later and remove this rounding. + final_size = GetRoundedFontSize(final_size); + final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX); + if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)) + g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity; + g.FontSize = final_size; + g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL; + g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontBakedScale; +} + +// Exposed in case user may want to override setting density. +// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it. +void ImGui::SetFontRasterizerDensity(float rasterizer_density) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures); + if (g.FontRasterizerDensity == rasterizer_density) + return; + g.FontRasterizerDensity = rasterizer_density; + UpdateCurrentFontSize(0.0f); +} + +// If you want to scale an existing font size! Read comments in imgui.h! +void ImGui::PushFont(ImFont* font, float font_size_base) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont()) + font = g.Font; + IM_ASSERT(font != NULL); + IM_ASSERT(font_size_base >= 0.0f); + + g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize }); + if (font_size_base == 0.0f) + font_size_base = g.FontSizeBase; // Keep current font size + SetCurrentFont(font, font_size_base, 0.0f); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + ImFontStackData* font_stack_data = &g.FontStack.back(); + SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling); + g.FontStack.pop_back(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +// Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. +// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. +bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]); + return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + if (io.MouseReleased[i]) + io.MouseReleasedTime[i] = g.Time; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axes + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axes are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + if (source < 0 || source >= ImGuiInputSource_COUNT) + return "Unknown"; + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT); + if (source < 0 || source >= ImGuiMouseSource_COUNT) + return "Unknown"; + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed. + { + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos() +// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing +// windows, table column contents size used for auto-resizing columns, group size). +// This was causing issues and ambiguities and we needed to retire that. +// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. +// +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// +// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item, +// and with a position that would grow the parent contents size. +// +// Advanced: +// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos()) +// had a side-effect on layout! In particular this caused problem to compute group boundaries. +// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the +// group to be taller because auto-sizing generally adds padding on bottom and right side. +// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. +// Using vertical alignment patterns would frequently trigger this sorts of issue. +// - See https://github.com/ocornut/imgui/issues/5548 for more details. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries."); + + // For reference, the old behavior was essentially: + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.IO.FontGlobalScale > 1.0f) + IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!"); + + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + if (window->DC.MenuBarAppending) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()"); + EndMenuBar(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold CTRL to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold CTRL to "); + } + SameLine(0.0f, 0.0f); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED. + // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd(). +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast. + int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1); + if (*p_alive == g.FrameCount) + *p_highlight = g.FrameCount; + *p_alive = g.FrameCount; + if (*p_highlight >= g.FrameCount - 1) + window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!"); + return; + } + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(window); + ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiFocusedFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + if (flags & ImGuiFocusedFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(filter_viewport); // Unused in master branch. + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = nav_bb; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816) + ImRect nav_bb = g.LastItemData.NavRect; + if (window->DC.NavIsScrollPushableX == false) + { + nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result, nav_bb)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = GetMainViewport(); + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // Prepare scoring rectangle. + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + //g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + IM_ASSERT(g.NavWindow != NULL); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + g.NavWindowingTarget = NULL; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad; + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_toggling_with_gamepad) + { + g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer + g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad; + } + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad) + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad) + { + if (g.NavWindowingTarget != NULL) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise + // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + g.NavWindowingToggleLayer = false; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window) + NavUpdateWindowingApplyFocus(apply_focus_window); + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = ImStrlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = ImStrlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos); + settings->Size = ImVec2ih(window->SizeFull); + settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0; + settings->Collapsed = window->Collapsed; + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + if (settings->Collapsed) + buf->appendf("Collapsed=1\n"); + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - SetWindowViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); +} + +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Viewports.Size == 1); + + // Update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2(0.0f, 0.0f); + main_viewport->Size = g.IO.DisplaySize; + main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale; + IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f); + + for (ImGuiViewportP* viewport : g.Viewports) + { + // Lock down space taken by menu bars and status bars + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + ImStrlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; + composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; + candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - MetricsHelpMarker() [Internal] +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugRenderKeyboardPreview() [Internal] +// - DebugTextEncoding() +// - DebugFlashStyleColorStop() [Internal] +// - DebugFlashStyleColor() +// - UpdateDebugToolFlashStyleColor() [Internal] +// - ShowFontAtlas() [Internal but called by Demo!] +// - DebugNodeTexture() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} +#endif + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = 1.0f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + float SCALE = 1.0f / 8.0f; + ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + TextUnformatted(p, p + c_utf8_len); + if (!GetFont()->IsGlyphInFont((ImWchar)c)) + { + SameLine(); + TextUnformatted("[missing]"); + } + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, const ImDrawCmd* cmd) +{ + char* buf_end = buf + buf_size; + if (cmd->TexRef._TexData != NULL) + buf += ImFormatString(buf, buf_end - buf, "#%03d: ", cmd->TexRef._TexData->UniqueID); + return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), cmd->TexRef.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID() +} + +#ifdef IMGUI_ENABLE_FREETYPE +namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); } +#endif + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; + + BeginDisabled(); + CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + EndDisabled(); + ShowFontSelector("Font"); + //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later."); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(io.ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + BulletText("Load a nice font for better results!"); + BulletText("Please submit feedback:"); + SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465"); + BulletText("Read FAQ for more details:"); + SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/"); + //EndDisabled(); + + SeparatorText("Font List"); + + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show font preview", &cfg->ShowFontPreview); + + // Font loaders + if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL")) + { + const ImFontLoader* loader_current = atlas->FontLoader; + BeginDisabled(!atlas->RendererHasTextures); +#ifdef IMGUI_ENABLE_STB_TRUETYPE + const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype(); + if (RadioButton("stb_truetype", loader_current == loader_stbtruetype)) + atlas->SetFontLoader(loader_stbtruetype); +#else + BeginDisabled(); + RadioButton("stb_truetype", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE"); + EndDisabled(); +#endif + SameLine(); +#ifdef IMGUI_ENABLE_FREETYPE + const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader(); + if (RadioButton("FreeType", loader_current == loader_freetype)) + atlas->SetFontLoader(loader_freetype); + if (loader_current == loader_freetype) + { + unsigned int loader_flags = atlas->FontLoaderFlags; + Text("Shared FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + atlas->FontLoaderFlags = loader_flags; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + } + } +#else + BeginDisabled(); + RadioButton("FreeType", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp."); + EndDisabled(); +#endif + EndDisabled(); + TreePop(); + } + + // Font list + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + + SeparatorText("Font Atlas"); + if (Button("Compact")) + atlas->CompactCache(); + SameLine(); + if (Button("Grow")) + ImFontAtlasTextureGrow(atlas); + SameLine(); + if (Button("Clear All")) + ImFontAtlasBuildClear(atlas); + SetItemTooltip("Destroy cache and custom rectangles."); + + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex_n > 0) + SameLine(); + Text("Tex: %dx%d", tex->Width, tex->Height); + } + const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface); + const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface); + Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt); + Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt); + + ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid; + if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles + { + PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f); + if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12))) + { + for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex) + if (entry.IsUsed) + { + ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation); + ImFontAtlasRect r = {}; + atlas->GetCustomRect(id, &r); + const char* buf; + ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y); + TableNextColumn(); + Selectable(buf); + if (IsItemHovered()) + highlight_r_id = id; + TableNextColumn(); + Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + } + EndTable(); + } + PopStyleVar(); + TreePop(); + } + + // Texture list + // (ensure the last texture always use the same ID, so we can keep it open neatly) + ImFontAtlasRect highlight_r; + if (highlight_r_id != ImFontAtlasRectId_Invalid) + atlas->GetCustomRect(highlight_r_id, &highlight_r); + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + if (tex_n == atlas->TexList.Size - 1) + SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL); + } +} + +void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect) +{ + ImGuiContext& g = *GImGui; + PushID(int_id); + if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height)) + { + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show used rect", &cfg->ShowTextureUsedRect); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImVec2 p = GetCursorScreenPos(); + if (tex->WantDestroyNextFrame) + Dummy(ImVec2((float)tex->Width, (float)tex->Height)); + else + ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (cfg->ShowTextureUsedRect) + GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255)); + if (highlight_rect != NULL) + { + ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height); + ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h); + RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f); + GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)); + } + PopStyleVar(); + + char texid_desc[30]; + Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); + Text("TexID = %s, BackendUserData = %p", FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->TexID), tex->BackendUserData); + TreePop(); + } + PopID(); +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Fonts + for (ImFontAtlas* atlas : g.FontAtlases) + if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(viewport); // Used in docking branch + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[30]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Compute mask of inputs with the same codepoint. +static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint) +{ + int mask = 0, count = 0; + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint)) + continue; + mask |= (1 << src_n); + count++; + } + return count > 1 ? mask : 0; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + ImFontAtlas* atlas = font->ContainerAtlas; + bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); + + // Display preview text + if (!opened) + Indent(); + Indent(); + if (cfg->ShowFontPreview) + { + PushFont(font, 0.0f); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + } + if (!opened) + { + Unindent(); + Unindent(); + return; + } + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + SameLine(); + BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked); + if (SmallButton("Remove")) + atlas->RemoveFont(font); + EndDisabled(); + SameLine(); + if (SmallButton("Clear bakes")) + ImFontAtlasFontDiscardBakes(atlas, font, 0); + SameLine(); + if (SmallButton("Clear unused")) + ImFontAtlasFontDiscardBakes(atlas, font, 2); + + // Display details +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + /*SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/ +#endif + + char c_str[5]; + ImTextCharToUtf8(c_str, font->FallbackChar); + Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar); + ImTextCharToUtf8(c_str, font->EllipsisChar); + Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar); + + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y)) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + Text("Loader: '%s'", loader->Name ? loader->Name : "N/A"); +#ifdef IMGUI_ENABLE_FREETYPE + if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0) + { + unsigned int loader_flags = src->FontLoaderFlags; + Text("FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + ImFontAtlasFontDestroyOutput(atlas, font); + src->FontLoaderFlags = loader_flags; + ImFontAtlasFontInitOutput(atlas, font); + } + } +#endif + TreePop(); + } + } + if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool")) + { + TextWrapped("- First Input that contains the glyph is used.\n" + "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!"); + if (BeginTable("table", 2)) + { + for (unsigned int c = 0; c < 0x10000; c++) + if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c)) + { + unsigned int c_end = c + 1; + while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask) + c_end++; + if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask))) + { + char utf8_buf[5]; + for (unsigned int n = c; n < c_end; n++) + { + ImTextCharToUtf8(utf8_buf, n); + BulletText("Codepoint U+%04X (%s)", n, utf8_buf); + } + TreePop(); + } + TableNextColumn(); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + if (overlap_mask & (1 << src_n)) + { + Text("%d ", src_n); + SameLine(); + } + c = c_end - 1; + } + EndTable(); + } + TreePop(); + } + + // Display all glyphs of the fonts in separate pages of 256 characters + for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; + if (baked->ContainerFont != font) + continue; + PushID(baked_n); + if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) + { + if (SmallButton("Load all")) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++) + baked->FindGlyph((ImWchar)base); + + const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface); + Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent); + Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + DebugNodeFontGlyphesForSrcMask(font, baked, ~0); + TreePop(); + } + PopID(); + } + TreePop(); + Unindent(); +} + +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask) +{ + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = baked->Size * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL) + if (src_mask & (1 << glyph->SourceIdx)) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL; + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } +} + +void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + if (glyph->PackId >= 0) + { + ImTextureRect* r = ImFontAtlasPackGetRect(font->ContainerAtlas, glyph->PackId); + Text("PackId: %d (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); + } + Text("SourceIdx: %d", glyph->SourceIdx); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode("viewport0", "Viewport #%d", 0); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y); + BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + TreePush(buf); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Build and display path + tool->ResultPathBuf.resize(0); + for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++) + { + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + tool->ResultPathBuf.append(stack_n == 0 ? "//" : "/"); + for (int n = 0; level_desc[n]; n++) + { + if (level_desc[n] == '/') + tool->ResultPathBuf.append("\\"); + tool->ResultPathBuf.append(level_desc + n, level_desc + n + 1); + } + } + Text("0x%08X", tool->QueryId); + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + SameLine(); + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); Checkbox("Ctrl+C: copy path", &tool->CopyToClipboardOnCtrlC); PopStyleVar(); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + SetClipboardText(tool->ResultPathBuf.c_str()); + } + + Text("- Path \"%s\"", tool->ResultPathBuf.c_str()); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", tool->QueryId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryId) : ""); +#endif + + Separator(); + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = GetIO(); + ImFont* font_current = GetFont(); + if (BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + PushID((void*)font); + if (Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + SetItemDefaultFocus(); + PopID(); + } + EndCombo(); + } + SameLine(); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- Read FAQ and docs/FONTS.md for more details."); + else + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} +#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui.h b/skeleton/imgui/imgui.h new file mode 100644 index 0000000..81fb658 --- /dev/null +++ b/skeleton/imgui/imgui.h @@ -0,0 +1,4135 @@ +// dear imgui, v1.92.2b +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.92.2b" +#define IMGUI_VERSION_NUM 19222 +#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 +#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations: ImDrawList, ImFontAtlas layer +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas +struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +struct ImFontBaked; // Baked data for a ImFont at a given size. +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.). +struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui. +struct ImTextureRect; // Coordinates of a rectangle within a texture. +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) + +// Forward declarations: ImGui layer +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +//----------------------------------------------------------------------------- + +// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. +// [Compile-time configurable type] +// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. +// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; +// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +// - User may submit their own textures to e.g. ImGui::Image() function by passing this value. +// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a +// ImTextureRef, which is stored inside a ImDrawCmd. +// - Compile-time type configuration: +// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ entry about textures for details. +// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various +// constructors if you like. You will need to implement ==/!= operators. +// History: +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. +#endif + +// Define this if you need 0 to be a valid ImTextureID for your backend. +#ifndef ImTextureID_Invalid +#define ImTextureID_Invalid ((ImTextureID)0) +#endif + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID) + ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID +#endif + + inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file. + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (font) + // - PushFont(font, 0.0f) // Change font and keep current size + // - PushFont(NULL, 20.0f) // Keep font and change current size + // - PushFont(font, 20.0f) // Change font and set size to 20.0f + // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. + // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. + // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. + // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. + // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. + // *IMPORTANT* global scale factors are applied over the provided size. + // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. + // - If you want to apply a factor to the _current_ font size: + // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing + // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger + // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size. + IMGUI_API void PopFont(); + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors. + IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize()) + + // Parameters stacks (shared) + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for) + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining. + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + + // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. + // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls. + ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn + ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees). + ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees). + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7 + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + + // Fitting/Resize policy + ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons. + ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2 +#endif +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below! + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. + + // Gamepad + // (analog values are 0.0f to 1.0f) + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + // // XBOX | SWITCH | PLAYSTA. | -> ACTION + ImGuiKey_GamepadStart, // Menu | + | Options | + ImGuiKey_GamepadBack, // View | - | Share | + ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog] + ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog] + ImGuiKey_GamepadL3, // L Stick | L3 | L3 | + ImGuiKey_GamepadR3, // R Stick | R3 | R3 | + ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // | | | [Analog] + ImGuiKey_GamepadRStickRight, // | | | [Analog] + ImGuiKey_GamepadRStickUp, // | | | [Analog] + ImGuiKey_GamepadRStickDown, // | | | [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_END, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S). + // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience, + // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_InputTextCursor, // InputText cursor/caret + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, // Selected text inside an InputText + ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase + ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize + ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // Alpha preview + // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. + // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + // - The new flags may be combined better and allow finer controls. + ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. +#endif + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + // Font scaling + // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors) + float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user. + float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageBorderSize; // Thickness of border around Image() calls. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // [Internal] + float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). + float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work. + + // Functions + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +// ImVec2 operators +inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +// ImVec4 operators +inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); } +inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); } +inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); } +inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); } +inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used! + inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureRef TexRef; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTexture(ImTextureRef tex_ref); + IMGUI_API void PopTexture(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x + inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x +#endif + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data); + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTexture(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTexture(ImTextureRef tex_ref); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures. + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +//----------------------------------------------------------------------------- +// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'. +// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID. +// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM. +//----------------------------------------------------------------------------- + +#undef Status // X11 headers are leaking this. + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +enum ImTextureFormat +{ + ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight +}; + +// Status of a texture to communicate with Renderer Backend. +enum ImTextureStatus +{ + ImTextureStatus_OK, + ImTextureStatus_Destroyed, // Backend destroyed the texture. + ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done. + ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. + ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done. +}; + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +struct ImTextureRect +{ + unsigned short x, y; // Upper-left coordinates of rectangle to update + unsigned short w, h; // Size of rectangle to update (in pixels) +}; + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. + // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +struct ImTextureData +{ + //------------------------------------------ core / backend --------------------------------------- + int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + int Width; // w r // Texture width + int Height; // w r // Texture height + int BytesPerPixel; // w r // 4 or 1 + unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[]. + ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[]. + ImVector Updates; // w r // Array of individual updates. + int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown. + bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + // Functions + ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; } + ~ImTextureData() { DestroyPixels(); } + IMGUI_API void Create(ImTextureFormat format, int w, int h); + IMGUI_API void DestroyPixels(); + void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; } + void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; } + int GetSizeInBytes() const { return Width * Height * BytesPerPixel; } + int GetPitch() const { return Width * BytesPerPixel; } + ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; } + ImTextureID GetTexID() const { return TexID; } + + // Called by Renderer backend + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly! + void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly! +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +// A font input/source (we may rename this to ImFontSource in the future) +struct ImFontConfig +{ + // Data Source + char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + + // Options + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries. + ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + ImU32 FontNo; // 0 // Index of font within TTF/OTF file + unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + + // [Internal] + ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + void* FontLoaderData; // Font loader opaque storage (per font config) + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int SourceIdx : 4; // Index of source in parent font + unsigned int Codepoint : 26; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance cursor/layout position. + float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position. + float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) + + ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; } +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +typedef int ImFontAtlasRectId; +#define ImFontAtlasRectId_Invalid -1 + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +struct ImFontAtlasRect +{ + unsigned short x, y; // Position (in current texture) + unsigned short w, h; // Size + ImVec2 uv0, uv1; // UV coordinates (in current texture) + + ImFontAtlasRect() { memset(this, 0, sizeof(*this)); } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void RemoveFont(ImFont* font); + + IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures) + IMGUI_API void CompactCache(); // Compact cached glyphs and texture. + IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime. + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). + IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation. + void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends. + bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent.. +#endif + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters +#endif + + //------------------------------------------- + // [ALPHA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error. + IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected. + IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)! + + //------------------------------------------- + // Members + //------------------------------------------- + + // Input + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512. + int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128. + int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192. + int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // Output + // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame. + // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef. +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). +#else + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x +#endif + ImTextureData* TexData; // Latest texture. + + // [Internal] + ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created. + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector Sources; // Source/configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + int TexNextUniqueID; // Next value to be stored in TexData->UniqueID + int FontNextUniqueID; // Next value to be stored in ImFont->FontID + ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context. + ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name + void* FontLoaderData; // Font backend opaque storage + unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + int RefCount; // Number of contexts using this atlas + ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it. + + // [Obsolete] +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. + ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X +#endif + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height) + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +struct ImFontBaked +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + float RasterizerDensity; // 4 // in // Density this is baked at + + // [Internal] Members: Hot ~28/36 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // All glyphs. + int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar + + // [Internal] Members: Cold + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + unsigned int WantDestroy:1; // 0 // // Queued for destroy + unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls. + unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw. + int LastUsedFrame; // 4 // // Record of that time this was bounds + ImGuiID BakedId; // 4 // // Unique ID for this baked storage + ImFont* ContainerFont; // 4-8 // in // Parent font + void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + IMGUI_API ImFontBaked(); + IMGUI_API void ClearOutputData(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists. + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist + IMGUI_API float GetCharAdvance(ImWchar c); + IMGUI_API bool IsGlyphLoaded(ImWchar c); +}; + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +enum ImFontFlags_ +{ + ImFontFlags_None = 0, + ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. + ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs. + ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. +}; + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +struct ImFont +{ + // [Internal] Members: Hot ~12-20 bytes + ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into. + ImFontFlags Flags; // 4 // Font flags. + float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. + + // [Internal] Members: Cold ~24-52 bytes + // Conceptually Sources[] is the list of font sources merged to create this font. + ImGuiID FontId; // Unique identifier for the font + float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + ImVector Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[] + ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). + ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated. + ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() +#endif + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API bool IsGlyphInFont(ImWchar c); + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } +#endif + + // [Internal] Don't use! + IMGUI_API void ClearOutputData(); + IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph. + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +// This is provided for consistency (but we don't actually use this) +inline ImTextureID ImTextureRef::GetTexID() const +{ + IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid)); + return _TexData ? _TexData->TexID : _TexID; +} + +// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too) +inline ImTextureID ImDrawCmd::GetTexID() const +{ + // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92) + // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. + ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above. + if (TexRef._TexData != NULL) + IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!"); + return tex_id; +} + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + + // Platform/Backend Dependent Data + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Input - Interface with OS and Platform backend (most common stuff) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Input - Interface with Renderer Backend + //------------------------------------------------------------------ + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + int Renderer_TextureMaxWidth; + int Renderer_TextureMaxHeight; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Output + //------------------------------------------------------------------ + + // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. + ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible. + bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + ImVec2 InputPos; // Position of input cursor (for IME). + float InputLineHeight; // Line height (for IME). + ImGuiID ViewportId; // ID of platform window/viewport. + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.92.0 (from June 2025) + inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); } + IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows. + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. + // OBSOLETED in 1.91.0 (from July 2024) + inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + inline void PopButtonRepeat() { PopItemFlag(); } + inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + inline void EndChildFrame() { EndChild(); } + //inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89.4 (from March 2023) + //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + //static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +typedef ImFontAtlasRect ImFontAtlasCustomRect; +/*struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension + unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset + ImFont* Font; // Input // [Internal] For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +};*/ + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui_demo.cpp b/skeleton/imgui/imgui_demo.cpp new file mode 100644 index 0000000..a8c2536 --- /dev/null +++ b/skeleton/imgui/imgui_demo.cpp @@ -0,0 +1,10837 @@ +// dear imgui, v1.92.2b +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsFonts() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + bool DisableSections = false; + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most framed widgets share a common width settings. Remaining width is used for the label. + // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). + // - Positive value for absolute size, negative value for right-alignment. + // - The default value is about GetWindowWidth() * 0.65f. + // - See 'Demo->Layout->Widgets Width' for details. + // Here we change the frame width based on how much width we want to give to the label. + const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size. + const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets. + const float label_width = IM_MIN(label_width_base, label_width_max); + ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label. + //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels. + //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets. + //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets. + + // Menu Bar + DemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style, Fonts"); + if (ImGui::TreeNode("Style, Fonts")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + ImGui::AlignTextToFramePadding(); + ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling"); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V for clipboard.\n" + "CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBullets() +{ + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsColorAndPickers() +{ + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None; + + ImGui::SeparatorText("Options"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int picker_mode = 0; + static int display_mode = 0; + static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar; + + ImGui::PushID("Color picker"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview); + if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags); + } + } + + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0"); + ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode."); + + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + + ImGuiColorEditFlags flags = base_flags | color_picker_flags; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::PopID(); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDataTypes() +{ + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + if (ImGui::TreeNode("Disable Blocks")) + { + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragAndDrop() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsFonts() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +static void DemoWindowWidgetsFonts() +{ + IMGUI_DEMO_MARKER("Widgets/Fonts"); + if (ImGui::TreeNode("Fonts")) + { + ImFontAtlas* atlas = ImGui::GetIO().Fonts; + ImGui::ShowFontAtlas(atlas); + // FIXME-NEWATLAS: Provide a demo to add/create a procedural font? + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they are using as texture identifier, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + + // Grab the current texture identifier used by the font atlas. + ImTextureRef my_tex_id = io.Fonts->TexRef; + + // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. + float my_tex_w = (float)io.Fonts->TexData->Width; + float my_tex_h = (float)io.Fonts->TexData->Height; + + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::EndTooltip(); + } + ImGui::PopStyleVar(); + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsListBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List Boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsSelectables() +{ + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b); + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select, " + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTabs() +//----------------------------------------------------------------------------- + +static void EditTabBarFittingPolicyFlags(ImGuiTabBarFlags* p_flags) +{ + if ((*p_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + *p_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags_FittingPolicyMixed)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyMixed); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags_FittingPolicyShrink)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyShrink); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); +} + +static void DemoWindowWidgetsTabs() +{ + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyShrink; + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Font Size"); + if (ImGui::TreeNode("Font Size")) + { + ImGuiStyle& style = ImGui::GetStyle(); + const float global_scale = style.FontScaleMain * style.FontScaleDpi; + ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain); + ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi); + ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. + ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize()); + + ImGui::SeparatorText(""); + static float custom_size = 16.0f; + ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f"); + ImGui::Text("ImGui::PushFont(nullptr, custom_size);"); + ImGui::PushFont(NULL, custom_size); + ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + static float custom_scale = 1.0f; + ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f"); + ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);"); + ImGui::PushFont(NULL, style.FontSizeBase * custom_scale); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f) + { + ImGui::PushFont(NULL, style.FontSizeBase * scaling); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling); + ImGui::PopFont(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_ARRAYSIZE(buf1)); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_ARRAYSIZE(buf4), ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_ARRAYSIZE(buf5), ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_ARRAYSIZE(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_ARRAYSIZE(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, IM_ARRAYSIZE(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines"); + if (ImGui::TreeNode("Hierarchy lines")) + { + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen; + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + if (ImGui::TreeNodeEx("Parent", base_flags)) + { + if (ImGui::TreeNodeEx("Child 1", base_flags)) + { + ImGui::Button("Button for Child 1"); + ImGui::TreePop(); + } + if (ImGui::TreeNodeEx("Child 2", base_flags)) + { + ImGui::Button("Button for Child 2"); + ImGui::TreePop(); + } + ImGui::Text("Remaining contents"); + ImGui::Text("Remaining contents"); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); + + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsVerticalSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsFonts(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))"); + ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f)); + ImGui::DragFloat("float##5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float6a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##6b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline) + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone)) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowPopups() +//----------------------------------------------------------------------------- + +static void DemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differentiate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowTables() +//----------------------------------------------------------------------------- + +static void DemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + DemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void DemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowInputs() +//----------------------------------------------------------------------------- + +static void DemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Mouse clicked count:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); } + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGui::Text("define: IMGUI_ENABLE_TEST_ENGINE"); +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); + ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags) +{ + if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone"; + if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull"; + if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes"; + return ""; +} + +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + PushItemWidth(GetWindowWidth() * 0.50f); + + { + // General + SeparatorText("General"); + if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + + if (ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ShowFontSelector("Fonts##Selector"); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(GetIO().ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + } + + // Save/Revert button + if (Button("Save Ref")) + *ref = ref_saved_style = style; + SameLine(); + if (Button("Revert Ref")) + style = *ref; + SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + SeparatorText("Details"); + if (BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (BeginTabItem("Sizes")) + { + SeparatorText("Main"); + SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + SeparatorText("Borders"); + SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + + SeparatorText("Rounding"); + SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tabs"); + SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f"); + SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + DragFloat("TabMinWidthBase", &style.TabMinWidthBase, 0.5f, 1.0f, 500.0f, "%.0f"); + DragFloat("TabMinWidthShrink", &style.TabMinWidthShrink, 0.5f, 1.0f, 500.0f, "%0.f"); + DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); + SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tables"); + SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + SeparatorText("Trees"); + bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)); + SameLine(); + HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode."); + if (combo_open) + { + const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes }; + for (ImGuiTreeNodeFlags option : options) + if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option)) + style.TreeLinesFlags = option; + EndCombo(); + } + SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, 2.0f, "%.0f"); + SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Windows"); + SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + + SeparatorText("Widgets"); + Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f"); + + SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + TreePop(); + } + + SeparatorText("Misc"); + SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + EndTabItem(); + } + + if (BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (Button("Export")) + { + if (output_dest == 0) + LogToClipboard(); + else + LogToTTY(); + LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + LogFinish(); + } + SameLine(); SetNextItemWidth(120); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + SameLine(); Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine(); + if (RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } SameLine(); + if (RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + PushItemWidth(GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (Button("?")) + DebugFlashStyleColor((ImGuiCol)i); + SetItemTooltip("Flash given color to identify places where it is used."); + SameLine(); +#endif + ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + SameLine(0.0f, style.ItemInnerSpacing.x); + TextUnformatted(name); + PopID(); + } + PopItemWidth(); + EndChild(); + + EndTabItem(); + } + + if (BeginTabItem("Fonts")) + { + ImGuiIO& io = GetIO(); + ImFontAtlas* atlas = io.Fonts; + ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + /* + SeparatorText("Legacy Scaling"); + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + PushItemWidth(GetFontSize() * 8); + DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + //static float window_scale = 1.0f; + //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + // SetWindowFontScale(window_scale); + PopItemWidth(); + */ + + EndTabItem(); + } + + if (BeginTabItem("Rendering")) + { + Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + PushItemWidth(GetFontSize() * 8); + DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = IsItemActive(); + if (show_samples) + SetNextWindowPos(GetCursorScreenPos()); + if (show_samples && BeginTooltip()) + { + TextUnformatted("(R = radius, N = approx number of segments)"); + Spacing(); + ImDrawList* draw_list = GetWindowDrawList(); + const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + EndGroup(); + SameLine(); + } + EndTooltip(); + } + SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); + + DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + PopItemWidth(); + + EndTabItem(); + } + + EndTabBar(); + } + PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = GetIO(); + BulletText("Double-click on title bar to collapse window."); + BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + BulletText("CTRL+Click on a slider or drag box to input value as text."); + BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + BulletText("CTRL+Mouse Wheel to zoom window contents."); + BulletText("While inputting text:\n"); + Indent(); + BulletText("CTRL+Left/Right to word jump."); + BulletText("CTRL+A or double-click to select all."); + BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo."); + BulletText("ESCAPE to revert."); + Unindent(); + BulletText("With keyboard navigation enabled:"); + Indent(); + BulletText("Arrow keys to navigate."); + BulletText("Space to activate a widget."); + BulletText("Return to input text into a widget."); + BulletText("Escape to deactivate a widget, close popup, exit child window."); + BulletText("Alt to jump to the menu layer of a window."); + Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;// Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support + tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach + tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Submit Tab Bar and Tabs + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputting to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char*) { return false; } + +#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui_draw.cpp b/skeleton/imgui/imgui_draw.cpp new file mode 100644 index 0000000..34a967a --- /dev/null +++ b/skeleton/imgui/imgui_draw.cpp @@ -0,0 +1,6304 @@ +// dear imgui, v1.92.2b +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +// [SECTION] ImFontAtlas: backend for stb_truetype +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + InitialFringeScale = 1.0f; + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawListSharedData::~ImDrawListSharedData() +{ + IM_ASSERT(DrawLists.Size == 0); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _SetDrawListSharedData(shared_data); +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); + _SetDrawListSharedData(NULL); +} + +void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) +{ + if (_Data != NULL) + _Data->DrawLists.find_erase_unsorted(this); + _Data = data; + if (_Data != NULL) + _Data->DrawLists.push_back(this); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = _Data->InitialFringeScale; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TexRef = _CmdHeader.TexRef; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TexRef and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTexture() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef) + { + AddDrawCmd(); + return; + } + + // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. + if (curr_cmd->UserCallback != NULL) + return; + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TexRef = _CmdHeader.TexRef; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTexture(ImTextureRef tex_ref) +{ + _TextureStack.push_back(tex_ref); + _CmdHeader.TexRef = tex_ref; + if (tex_ref._TexData != NULL) + IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false); + _OnChangedTexture(); +} + +void ImDrawList::PopTexture() +{ + _TextureStack.pop_back(); + _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1]; + _OnChangedTexture(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). +void ImDrawList::_SetTexture(ImTextureRef tex_ref) +{ + if (_CmdHeader.TexRef == tex_ref) + return; + _CmdHeader.TexRef = tex_ref; + _TextureStack.back() = tex_ref; + _OnChangedTexture(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertices for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertices for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + // No need to strlen() here: font->RenderText() will do it and may early out. + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTexture(); +} + +void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTexture(); +} + +void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTexture(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; + Textures = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (ImDrawList* draw_list : CmdLists) + { + if (draw_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(draw_list->IdxBuffer.Size); + for (int j = 0; j < draw_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]]; + draw_list->VtxBuffer.swap(new_vtx_buffer); + draw_list->IdxBuffer.resize(0); + TotalVtxCount += draw_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection. +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 0; // Auto == 1 or 2 depending on size + OversampleV = 0; // Auto == 1 + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTextureData +//----------------------------------------------------------------------------- +// - ImTextureData::Create() +// - ImTextureData::DestroyPixels() +//----------------------------------------------------------------------------- + +int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return 1; + case ImTextureFormat_RGBA32: return 4; + } + IM_ASSERT(0); + return 0; +} + +const char* ImTextureDataGetStatusName(ImTextureStatus status) +{ + switch (status) + { + case ImTextureStatus_OK: return "OK"; + case ImTextureStatus_Destroyed: return "Destroyed"; + case ImTextureStatus_WantCreate: return "WantCreate"; + case ImTextureStatus_WantUpdates: return "WantUpdates"; + case ImTextureStatus_WantDestroy: return "WantDestroy"; + } + return "N/A"; +} + +const char* ImTextureDataGetFormatName(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return "Alpha8"; + case ImTextureFormat_RGBA32: return "RGBA32"; + } + return "N/A"; +} + +void ImTextureData::Create(ImTextureFormat format, int w, int h) +{ + IM_ASSERT(Status == ImTextureStatus_Destroyed); + DestroyPixels(); + Format = format; + Status = ImTextureStatus_WantCreate; + Width = w; + Height = h; + BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format); + UseColors = false; + Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel); + IM_ASSERT(Pixels != NULL); + memset(Pixels, 0, Width * Height * BytesPerPixel); + UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0; + UpdateRect.x = UpdateRect.y = (unsigned short)~0; + UpdateRect.w = UpdateRect.h = 0; +} + +void ImTextureData::DestroyPixels() +{ + if (Pixels) + IM_FREE(Pixels); + Pixels = NULL; + UseColors = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas() +// - ImFontAtlas::Clear() +// - ImFontAtlas::CompactCache() +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +//----------------------------------------------------------------------------- +// - ImFontAtlasUpdateNewFrame() +// - ImFontAtlasTextureBlockConvert() +// - ImFontAtlasTextureBlockPostProcess() +// - ImFontAtlasTextureBlockPostProcessMultiply() +// - ImFontAtlasTextureBlockFill() +// - ImFontAtlasTextureBlockCopy() +// - ImFontAtlasTextureBlockQueueUpload() +//----------------------------------------------------------------------------- +// - ImFontAtlas::GetTexDataAsAlpha8() [legacy] +// - ImFontAtlas::GetTexDataAsRGBA32() [legacy] +// - ImFontAtlas::Build() [legacy] +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::RemoveFont() +// - ImFontAtlasBuildNotifySetFont() +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddCustomRect() +// - ImFontAtlas::RemoveCustomRect() +// - ImFontAtlas::GetCustomRect() +// - ImFontAtlas::AddCustomRectFontGlyph() [legacy] +// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy] +// - ImFontAtlasGetMouseCursorTexData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildMain() +// - ImFontAtlasBuildSetupFontLoader() +// - ImFontAtlasBuildPreloadAllGlyphRanges() +// - ImFontAtlasBuildUpdatePointers() +// - ImFontAtlasBuildRenderBitmapFromString() +// - ImFontAtlasBuildUpdateBasicTexData() +// - ImFontAtlasBuildUpdateLinesTexData() +// - ImFontAtlasBuildAddFont() +// - ImFontAtlasBuildSetupFontBakedEllipsis() +// - ImFontAtlasBuildSetupFontBakedBlanks() +// - ImFontAtlasBuildSetupFontBakedFallback() +// - ImFontAtlasBuildSetupFontSpecialGlyphs() +// - ImFontAtlasBuildDiscardBakes() +// - ImFontAtlasBuildDiscardFontBakedGlyph() +// - ImFontAtlasBuildDiscardFontBaked() +// - ImFontAtlasBuildDiscardFontBakes() +//----------------------------------------------------------------------------- +// - ImFontAtlasAddDrawListSharedData() +// - ImFontAtlasRemoveDrawListSharedData() +// - ImFontAtlasUpdateDrawListsTextures() +// - ImFontAtlasUpdateDrawListsSharedData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildSetTexture() +// - ImFontAtlasBuildAddTexture() +// - ImFontAtlasBuildMakeSpace() +// - ImFontAtlasBuildRepackTexture() +// - ImFontAtlasBuildGrowTexture() +// - ImFontAtlasBuildRepackOrGrowTexture() +// - ImFontAtlasBuildGetTextureSizeEstimate() +// - ImFontAtlasBuildCompactTexture() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildDestroy() +//----------------------------------------------------------------------------- +// - ImFontAtlasPackInit() +// - ImFontAtlasPackAllocRectEntry() +// - ImFontAtlasPackReuseRectEntry() +// - ImFontAtlasPackDiscardRect() +// - ImFontAtlasPackAddRect() +// - ImFontAtlasPackGetRect() +//----------------------------------------------------------------------------- +// - ImFontBaked_BuildGrowIndex() +// - ImFontBaked_BuildLoadGlyph() +// - ImFontBaked_BuildLoadGlyphAdvanceX() +// - ImFontAtlasDebugLogTextureRequests() +//----------------------------------------------------------------------------- +// - ImFontAtlasGetFontLoaderForStbTruetype() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF +#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexDesiredFormat = ImTextureFormat_RGBA32; + TexGlyphPadding = 1; + TexMinWidth = 512; + TexMinHeight = 128; + TexMaxWidth = 8192; + TexMaxHeight = 8192; + TexRef._TexID = ImTextureID_Invalid; + RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update. + TexNextUniqueID = 1; + FontNextUniqueID = 1; + Builder = NULL; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + TexList.clear_delete(); + TexData = NULL; +} + +void ImFontAtlas::Clear() +{ + bool backup_renderer_has_textures = RendererHasTextures; + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + RendererHasTextures = backup_renderer_has_textures; +} + +void ImFontAtlas::CompactCache() +{ + ImFontAtlasTextureCompact(this); +} + +void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader) +{ + ImFontAtlasBuildSetupFontLoader(this, font_loader); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : Fonts) + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig& font_cfg : Sources) + ImFontAtlasFontDestroySourceData(this, &font_cfg); + for (ImFont* font : Fonts) + { + // When clearing this we lose access to the font name and other information used to build the font. + font->Sources.clear(); + font->Flags |= ImFontFlags_NoLoadGlyphs; + } + Sources.clear(); +} + +// Clear CPU-side copy of the texture data. +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear()."); + for (ImTextureData* tex : TexList) + tex->DestroyPixels(); + //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it. +} + +void ImFontAtlas::ClearFonts() +{ + // FIXME-NEWATLAS: Illegal to remove currently bound font. + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + ImFontAtlasBuildDestroy(this); + ClearInputData(); + Fonts.clear_delete(); + TexIsBuilt = false; + for (ImDrawListSharedData* shared_data : DrawListSharedDatas) + if (shared_data->FontAtlas == this) + { + shared_data->Font = NULL; + shared_data->FontScale = shared_data->FontSize = 0.0f; + } +} + +static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas) +{ + // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context. + // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the + // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. + // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). + // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (ImGuiContext* imgui_ctx = shared_data->Context) + { + atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + break; + } +} + +// Called by NewFrame() for atlases owned by a context. +// If you manually manage font atlases, you'll need to call this yourself. +// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. +// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context. +void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures) +{ + IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice. + atlas->RendererHasTextures = renderer_has_textures; + + // Check that font atlas was built or backend support texture reload in which case we can build now + if (atlas->RendererHasTextures) + { + atlas->TexIsBuilt = true; + if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded. + ImFontAtlasBuildMain(atlas); + } + // Legacy backend + if (!atlas->RendererHasTextures) + IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()."); + if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) + IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); + + // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. + // We also rely on ImFontBaked* pointers never crossing frames. + ImFontAtlasBuilder* builder = atlas->Builder; + builder->FrameCount = frame_count; + for (ImFont* font : atlas->Fonts) + font->LastBaked = NULL; + + // Garbage collect BakedPool + if (builder->BakedDiscardedCount > 0) + { + int dst_n = 0, src_n = 0; + for (; src_n < builder->BakedPool.Size; src_n++) + { + ImFontBaked* p_src = &builder->BakedPool[src_n]; + if (p_src->WantDestroy) + continue; + ImFontBaked* p_dst = &builder->BakedPool[dst_n++]; + if (p_dst == p_src) + continue; + memcpy(p_dst, p_src, sizeof(ImFontBaked)); + builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst); + } + IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n); + builder->BakedPool.Size -= builder->BakedDiscardedCount; + builder->BakedDiscardedCount = 0; + } + + // Update texture status + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + bool remove_from_list = false; + if (tex->Status == ImTextureStatus_OK) + { + tex->Updates.resize(0); + tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0; + tex->UpdateRect.w = tex->UpdateRect.h = 0; + } + if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + + if (tex->Status == ImTextureStatus_Destroyed) + { + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!"); + if (tex->WantDestroyNextFrame) + remove_from_list = true; // Destroy was scheduled by us + else + tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run) + } + else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy) + { + // Request destroy. + // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. + // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. + IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); + tex->Status = ImTextureStatus_WantDestroy; + } + + // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. + // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision. + if (tex->Status == ImTextureStatus_WantDestroy) + tex->UnusedFrames++; + + // If a texture has never reached the backend, they don't need to know about it. + if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL) + remove_from_list = true; + + // Destroy and remove + if (remove_from_list) + { + tex->DestroyPixels(); + IM_DELETE(tex); + atlas->TexList.erase(atlas->TexList.begin() + tex_n); + tex_n--; + } + } +} + +void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h) +{ + IM_ASSERT(src_pixels != NULL && dst_pixels != NULL); + if (src_fmt == dst_fmt) + { + int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt); + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + memcpy(dst_pixels, src_pixels, line_sz); + } + else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU8* src_p = (const ImU8*)src_pixels; + ImU32* dst_p = (ImU32*)(void*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++)); + } + } + else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU32* src_p = (const ImU32*)(void*)src_pixels; + ImU8* dst_p = (ImU8*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF; + } + } + else + { + IM_ASSERT(0); + } +} + +// Source buffer may be written to (used for in-place mods). +// Post-process hooks may eventually be added here. +void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data) +{ + // Multiply operator (legacy) + if (data->FontSrc->RasterizerMultiply != 1.0f) + ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply); +} + +void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor) +{ + unsigned char* pixels = (unsigned char*)data->Pixels; + int pitch = data->Pitch; + if (data->Format == ImTextureFormat_Alpha8) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU8* p = (ImU8*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255); + *p = (unsigned char)v; + } + } + } + else if (data->Format == ImTextureFormat_RGBA32) //-V547 + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU32* p = (ImU32*)(void*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255); + *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a); + } + } + } + else + { + IM_ASSERT(0); + } +} + +// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects. +void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col) +{ + if (dst_tex->Format == ImTextureFormat_Alpha8) + { + ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF; + for (int y = 0; y < h; y++) + memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w); + } + else + { + for (int y = 0; y < h; y++) + { + ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y); + for (int x = w; x > 0; x--, p++) + *p = col; + } + } +} + +// Copy block from one texture to another +void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h) +{ + IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL); + IM_ASSERT(src_tex->Format == dst_tex->Format); + IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width); + IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height); + IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width); + IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height); + for (int y = 0; y < h; y++) + memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel); +} + +// Queue texture block update for renderer backend +void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h) +{ + IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed); + IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000); + IM_UNUSED(atlas); + + ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h }; + int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w); + int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h); + tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x); + tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); + tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); + tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); + tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x); + tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y); + tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x); + tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y); + atlas->TexIsBuilt = false; + + // No need to queue if status is == ImTextureStatus_WantCreate + if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) + { + tex->Status = ImTextureStatus_WantUpdates; + tex->Updates.push_back(req); + } +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + ImTextureData* tex = atlas->TexData; + if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format) + { + atlas->TexDesiredFormat = format; + atlas->Build(); + tex = atlas->TexData; + } + if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; }; + if (out_width) { *out_width = tex->Width; }; + if (out_height) { *out_height = tex->Height; }; + if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; } +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +bool ImFontAtlas::Build() +{ + ImFontAtlasBuildMain(this); + return true; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) +{ + // Sanity Checks + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL)); + //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX) + IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on."); + + // Lazily create builder on the first call to AddFont + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + // Create new font + ImFont* font; + if (!font_cfg_in->MergeMode) + { + font = IM_NEW(ImFont)(); + font->FontId = FontNextUniqueID++; + font->Flags = font_cfg_in->Flags; + font->LegacySize = font_cfg_in->SizePixels; + font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity; + Fonts.push_back(font); + } + else + { + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + font = Fonts.back(); + } + + // Add to list + Sources.push_back(*font_cfg_in); + ImFontConfig* font_cfg = &Sources.back(); + if (font_cfg->DstFont == NULL) + font_cfg->DstFont = font; + font->Sources.push_back(font_cfg); + ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). + + if (font_cfg->FontDataOwnedByAtlas == false) + { + font_cfg->FontDataOwnedByAtlas = true; + font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize); + } + + // Sanity check + // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. + if (font_cfg->GlyphExcludeRanges != NULL) + { + int size = 0; + for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {} + IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!"); + IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!"); + font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1)); + } + if (font_cfg->FontLoader != NULL) + { + IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL); + IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet. + } + IM_ASSERT(font_cfg->FontLoaderData == NULL); + + if (!ImFontAtlasFontSourceInit(this, font_cfg)) + { + // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) + ImFontAtlasFontDestroySourceData(this, font_cfg); + Sources.pop_back(); + font->Sources.pop_back(); + if (!font_cfg->MergeMode) + { + IM_DELETE(font); + Fonts.pop_back(); + } + return NULL; + } + ImFontAtlasFontSourceAddToFont(this, font, font_cfg); + + return font; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf"); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y += 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0) + { + IMGUI_DEBUG_LOG("While loading '%s'\n", filename); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + } + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +// On font removal we need to remove references (otherwise we could queue removal?) +// We allow old_font == new_font which forces updating all values (e.g. sizes) +static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + if (shared_data->Font == old_font) + shared_data->Font = new_font; + if (ImGuiContext* ctx = shared_data->Context) + { + if (ctx->IO.FontDefault == old_font) + ctx->IO.FontDefault = new_font; + if (ctx->Font == old_font) + { + ImGuiContext* curr_ctx = ImGui::GetCurrentContext(); + bool need_bind_ctx = ctx != curr_ctx; + if (need_bind_ctx) + ImGui::SetCurrentContext(ctx); + ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize); + if (need_bind_ctx) + ImGui::SetCurrentContext(curr_ctx); + } + for (ImFontStackData& font_stack_data : ctx->FontStack) + if (font_stack_data.Font == old_font) + font_stack_data.Font = new_font; + } + } +} + +void ImFontAtlas::RemoveFont(ImFont* font) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + font->ClearOutputData(); + + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontDestroySourceData(this, src); + for (int src_n = 0; src_n < Sources.Size; src_n++) + if (Sources[src_n].DstFont == font) + Sources.erase(&Sources[src_n--]); + + bool removed = Fonts.find_erase(font); + IM_ASSERT(removed); + IM_UNUSED(removed); + + ImFontAtlasBuildUpdatePointers(this); + + font->ContainerAtlas = NULL; + IM_DELETE(font); + + // Notify external systems + ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0]; + ImFontAtlasBuildNotifySetFont(this, font, new_current_font); +} + +// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away. +ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + if (out_r != NULL) + GetCustomRect(r_id, out_r); + + if (RendererHasTextures) + { + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + } + return r_id; +} + +void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id) +{ + if (ImFontAtlasPackGetRectSafe(this, id) == NULL) + return; + ImFontAtlasPackDiscardRect(this, id); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This API does not make sense anymore with scalable fonts. +// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes: +// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....); +// myfont->GetFontBaked(16.0f); +// myfont->Flags |= ImFontFlags_LockBakedSizes; +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ + float font_size = font->LegacySize; + return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset); +} +// FIXME: we automatically set glyph.Colored=true by default. +// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph(). +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + + ImFontBaked* baked = font->GetFontBaked(font_size); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + if (RendererHasTextures) + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + + if (baked->IsGlyphLoaded(codepoint)) + ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint)); + + ImFontGlyph glyph; + glyph.Codepoint = codepoint; + glyph.AdvanceX = advance_x; + glyph.X0 = offset.x; + glyph.Y0 = offset.y; + glyph.X1 = offset.x + r->w; + glyph.Y1 = offset.y + r->h; + glyph.Visible = true; + glyph.Colored = true; // FIXME: Arbitrary + glyph.PackId = r_id; + ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph); + return r_id; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const +{ + ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id); + if (r == NULL) + return false; + IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates + if (out_r == NULL) + return true; + out_r->x = r->x; + out_r->y = r->y; + out_r->w = r->w; + out_r->h = r->h; + out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale; + out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale; + return true; +} + +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; + return true; +} + +// When atlas->RendererHasTextures = true, this is only called if no font were loaded. +void ImFontAtlasBuildMain(ImFontAtlas* atlas) +{ + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat) + ImFontAtlasBuildClear(atlas); + + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + + // Default font is none are specified + if (atlas->Sources.Size == 0) + atlas->AddFontDefault(); + + // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures + ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas); + atlas->TexIsBuilt = true; +} + +void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v) +{ + // Automatically disable horizontal oversampling over size 36 + const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; +} + +// Setup main font loader for the atlas +// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader. +void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader) +{ + if (atlas->FontLoader == font_loader) + return; + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + atlas->FontLoader->LoaderShutdown(atlas); + + atlas->FontLoader = font_loader; + atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL"; + IM_ASSERT(atlas->FontLoaderData == NULL); + + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// Preload all glyph ranges for legacy backends. +// This may lead to multiple texture creation which might be a little slower than before. +void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas) +{ + atlas->Builder->PreloadedAllGlyphsRanges = true; + for (ImFont* font : atlas->Fonts) + { + ImFontBaked* baked = font->GetFontBaked(font->LegacySize); + if (font->FallbackChar != 0) + baked->FindGlyph(font->FallbackChar); + if (font->EllipsisChar != 0) + baked->FindGlyph(font->EllipsisChar); + for (ImFontConfig* src : font->Sources) + { + const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault(); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + baked->FindGlyph((ImWchar)c); + } + } +} + +// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas +void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + font->Sources.resize(0); + for (ImFontConfig& src : atlas->Sources) + src.DstFont->Sources.push_back(&src); +} + +// Render a white-colored bitmap encoded in a string +void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(x >= 0 && x + w <= tex->Width); + IM_ASSERT(y >= 0 && y + h <= tex->Height); + + switch (tex->Format) + { + case ImTextureFormat_Alpha8: + { + ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00; + break; + } + case ImTextureFormat_RGBA32: + { + ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS; + break; + } + } +} + +static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas) +{ + // Pack and store identifier so we can refresh UV coordinates on texture resize. + // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. + ImFontAtlasBuilder* builder = atlas->Builder; + ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + + ImFontAtlasRect r; + bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false); + if (add_and_draw) + { + builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid); + + // Draw to texture + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // 2x2 white pixels + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X'); + } + else + { + // 2x2 white pixels + mouse cursors + const int x_for_white = r.x; + const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.'); + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X'); + } + } + + // Refresh UV coordinates + atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false; + if (add_and_draw) + { + ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + const int y = n; + const int line_width = n; + const int pad_left = (r.w - line_width) / 2; + const int pad_right = r.w - (pad_left + line_width); + IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels + + // Write each slice + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) + { + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) + { + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +//----------------------------------------------------------------------------------------------------------------------------- + +// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() +bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font) +{ + bool ret = true; + for (ImFontConfig* src : font->Sources) + if (!ImFontAtlasFontSourceInit(atlas, src)) + ret = false; + IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. + return ret; +} + +// Keep source/input FontData +void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font) +{ + font->ClearOutputData(); + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcDestroy != NULL) + loader->FontSrcDestroy(atlas, src); + } +} + +//----------------------------------------------------------------------------------------------------------------------------- + +bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + return false; + return true; +} + +void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + if (src->MergeMode == false) + { + font->ClearOutputData(); + //font->FontSize = src->SizePixels; + font->ContainerAtlas = atlas; + IM_ASSERT(font->Sources[0] == src); + } + atlas->TexIsBuilt = false; // For legacy backends + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src); +} + +void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + if (src->FontDataOwnedByAtlas) + IM_FREE(src->FontData); + src->FontData = NULL; + if (src->GlyphExcludeRanges) + IM_FREE((void*)src->GlyphExcludeRanges); + src->GlyphExcludeRanges = NULL; +} + +// Create a compact, baked "..." if it doesn't exist, by using the ".". +// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. +// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. +static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) +{ + ImFont* font = baked->ContainerFont; + IM_ASSERT(font->EllipsisChar != 0); + + const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); + if (dot_glyph == NULL) + dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E); + if (dot_glyph == NULL) + return NULL; + ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers + ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + const int dot_spacing = 1; + const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing; + + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + ImFontGlyph glyph_in = {}; + ImFontGlyph* glyph = &glyph_in; + glyph->Codepoint = font->EllipsisChar; + glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + glyph->X0 = dot_glyph->X0; + glyph->Y0 = dot_glyph->Y0; + glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing; + glyph->Y1 = dot_glyph->Y1; + glyph->Visible = true; + glyph->PackId = pack_id; + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph); + dot_glyph = NULL; // Invalidated + + // Copy to texture, post-process and queue update for backend + // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it. + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + ImTextureData* tex = atlas->TexData; + for (int n = 0; n < 3; n++) + ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); + + return glyph; +} + +// Load fallback in order to obtain its index +// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) +static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) +{ + IM_ASSERT(baked->FallbackGlyphIndex == -1); + IM_ASSERT(baked->FallbackAdvanceX == 0.0f); + ImFont* font = baked->ContainerFont; + ImFontGlyph* fallback_glyph = NULL; + if (font->FallbackChar != 0) + fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); + if (fallback_glyph == NULL) + { + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + ImFontGlyph glyph; + glyph.Codepoint = 0; + glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph); + } + baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code + baked->FallbackAdvanceX = fallback_glyph->AdvanceX; +} + +static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked) +{ + // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + if (space_glyph != NULL) + space_glyph->Visible = false; + + // Setup Tab character. + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL) + { + ImFontGlyph tab_glyph; + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE; + ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph); + } +} + +// Load/identify special glyphs +// (note that this is called again for fonts with MergeMode) +void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + IM_UNUSED(atlas); + IM_ASSERT(font->Sources.contains(src)); + + // Find Fallback character. Actual glyph loaded in GetFontBaked(). + const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + if (font->FallbackChar == 0) + for (ImWchar candidate_char : fallback_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->FallbackChar = (ImWchar)candidate_char; + break; + } + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + if (font->EllipsisChar == 0) + for (ImWchar candidate_char : ellipsis_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->EllipsisChar = candidate_char; + break; + } + if (font->EllipsisChar == 0) + { + font->EllipsisChar = 0x0085; + font->EllipsisAutoBake = true; + } +} + +void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph) +{ + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImFontAtlasPackDiscardRect(atlas, glyph->PackId); + glyph->PackId = ImFontAtlasRectId_Invalid; + } + ImWchar c = (ImWchar)glyph->Codepoint; + IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity + IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size); + IM_UNUSED(font); + baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED; + baked->IndexAdvanceX[c] = baked->FallbackAdvanceX; +} + +ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id) +{ + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size); + ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked()); + baked->Size = font_size; + baked->RasterizerDensity = font_rasterizer_density; + baked->BakedId = baked_id; + baked->ContainerFont = font; + baked->LastUsedFrame = atlas->Builder->FrameCount; + + // Initialize backend data + size_t loader_data_size = 0; + for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_data_size += loader->FontBakedSrcLoaderDataSize; + } + baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL; + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedInit) + loader->FontBakedInit(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked); + return baked; +} + +// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. +ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int step_n = 0; step_n < 2; step_n++) + { + ImFontBaked* closest_larger_match = NULL; + ImFontBaked* closest_smaller_match = NULL; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->ContainerFont != font || baked->WantDestroy) + continue; + if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density + continue; + if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size)) + closest_larger_match = baked; + if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size)) + closest_smaller_match = baked; + } + if (closest_larger_match) + if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f)) + return closest_larger_match; + if (closest_smaller_match) + return closest_smaller_match; + } + return NULL; +} + +void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName()); + + for (ImFontGlyph& glyph : baked->Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + ImFontAtlasPackDiscardRect(atlas, glyph.PackId); + + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedDestroy) + loader->FontBakedDestroy(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + if (baked->FontLoaderDatas) + { + IM_FREE(baked->FontLoaderDatas); + baked->FontLoaderDatas = NULL; + } + builder->BakedMap.SetVoidPtr(baked->BakedId, NULL); + builder->BakedDiscardedCount++; + baked->ClearOutputData(); + baked->WantDestroy = true; + font->LastBaked = NULL; +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames) +{ + if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->ContainerFont != font || baked->WantDestroy) + continue; + ImFontAtlasBakedDiscard(atlas, font, baked); + } +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes)) + continue; + ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked); + } +} + +// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData* +void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(!atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.push_back(data); +} + +void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.find_erase(data); +} + +// Update texture identifier in all active draw lists +void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + for (ImDrawList* draw_list : shared_data->DrawLists) + { + // Replace in command-buffer + // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], + // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) + if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex) + draw_list->_SetTexture(new_tex); + + // Replace in stack + for (ImTextureRef& stacked_tex : draw_list->_TextureStack) + if (stacked_tex == old_tex) + stacked_tex = new_tex; + } +} + +// Update texture coordinates in all draw list shared context +// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? +void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (shared_data->FontAtlas == atlas) + { + shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel; + shared_data->TexUvLines = atlas->TexUvLines; + } +} + +// Set current texture. This is mostly called from AddTexture() + to handle a failed resize. +static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex) +{ + ImTextureRef old_tex_ref = atlas->TexRef; + atlas->TexData = tex; + atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height); + atlas->TexRef._TexData = tex; + //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef); +} + +// Create a new texture, discard previous one +ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h) +{ + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex; + + // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate) + { + // Reuse texture not yet used by backend. + IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL); + old_tex->DestroyPixels(); + old_tex->Updates.clear(); + new_tex = old_tex; + old_tex = NULL; + } + else*/ + { + // Add new + new_tex = IM_NEW(ImTextureData)(); + new_tex->UniqueID = atlas->TexNextUniqueID++; + atlas->TexList.push_back(new_tex); + } + if (old_tex != NULL) + { + // Queue old as to destroy next frame + old_tex->WantDestroyNextFrame = true; + IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates); + } + + new_tex->Create(atlas->TexDesiredFormat, w, h); + atlas->TexIsBuilt = false; + + ImFontAtlasBuildSetTexture(atlas, new_tex); + + return new_tex; +} + +#if 0 +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include "../stb/stb_image_write.h" +static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description) +{ + ImGuiContext& g = *GImGui; + char buf[128]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description); + stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support. +} +#endif + +void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + builder->LockDisableResize = true; + + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h); + new_tex->UseColors = old_tex->UseColors; + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height); + //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy); + //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface); + //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack"); + + // Repack, lose discarded rectangle, copy pixels + // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex + // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. + // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. + ImFontAtlasPackInit(atlas); + ImVector old_rects; + ImVector old_index = builder->RectsIndex; + old_rects.swap(builder->Rects); + + for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex) + { + if (index_entry.IsUsed == false) + continue; + ImTextureRect& old_r = old_rects[index_entry.TargetIndex]; + if (old_r.w == 0 && old_r.h == 0) + continue; + ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry); + if (new_r_id == ImFontAtlasRectId_Invalid) + { + // Undo, grow texture and try repacking again. + // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID); + new_tex->WantDestroyNextFrame = true; + builder->Rects.swap(old_rects); + builder->RectsIndex = old_index; + ImFontAtlasBuildSetTexture(atlas, old_tex); + ImFontAtlasTextureGrow(atlas, w, h); // Recurse + return; + } + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry)); + ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id); + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h); + } + IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount); + builder->RectsDiscardedCount = 0; + builder->RectsDiscardedSurface = 0; + + // Patch glyphs UV + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId); + glyph.U0 = (r->x) * atlas->TexUvScale.x; + glyph.V0 = (r->y) * atlas->TexUvScale.y; + glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y; + } + + // Update other cached UV + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + builder->LockDisableResize = false; + ImFontAtlasUpdateDrawListsSharedData(atlas); + //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +} + +void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h) +{ + //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow"); + ImFontAtlasBuilder* builder = atlas->Builder; + if (old_tex_w == -1) + old_tex_w = atlas->TexData->Width; + if (old_tex_h == -1) + old_tex_h = atlas->TexData->Height; + + // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? + // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h)); + IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight)); + + // Grow texture so it follows roughly a square. + // - Grow height before width, as width imply more packing nodes. + // - Caller should be taking account of RectsDiscardedSurface and may not need to grow. + int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2; + int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h; + + // Handle minimum size first (for pathologically large packed rects) + const int pack_padding = atlas->TexGlyphPadding; + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding)); + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding)); + new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth); + new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight); + if (new_tex_w == old_tex_w && new_tex_h == old_tex_h) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h); +} + +void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas) +{ + // Can some baked contents be ditched? + //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n"); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 2); + + // Currently using a heuristic for repack without growing. + if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f) + ImFontAtlasTextureGrow(atlas); + else + ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height); +} + +ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas) +{ + int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth); + int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight); + if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy) + return ImVec2i(min_w, min_h); + + ImFontAtlasBuilder* builder = atlas->Builder; + min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w); + min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h); + const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack + const int surface_sqrt = (int)sqrtf((float)surface_approx); + + int new_tex_w; + int new_tex_h; + if (min_w >= min_h) + { + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)); + new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + } + else + { + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h)); + } + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h)); + return ImVec2i(new_tex_w, new_tex_h); +} + +// Clear all output. Invalidates all AddCustomRect() return values! +void ImFontAtlasBuildClear(ImFontAtlas* atlas) +{ + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + ImFontAtlasBuildInit(atlas); + for (ImFontConfig& src : atlas->Sources) + ImFontAtlasFontSourceInit(atlas, &src); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// You should not need to call this manually! +// If you think you do, let us know and we can advise about policies auto-compact. +void ImFontAtlasTextureCompact(ImFontAtlas* atlas) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 1); + + ImTextureData* old_tex = atlas->TexData; + ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height); + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y); +} + +// Start packing over current empty texture +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Select Backend + // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere + // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. + if (atlas->FontLoader == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + atlas->SetFontLoader(ImGuiFreeType::GetFontLoader()); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Create initial texture size + if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL) + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight)); + + atlas->Builder = IM_NEW(ImFontAtlasBuilder)(); + if (atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + + ImFontAtlasPackInit(atlas); + + // Add required texture data + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + // Register fonts + ImFontAtlasBuildUpdatePointers(atlas); + + // Update UV coordinates etc. stored in bound ImDrawListSharedData instance + ImFontAtlasUpdateDrawListsSharedData(atlas); + + //atlas->TexIsBuilt = true; +} + +// Destroy builder and all cached glyphs. Do not destroy actual fonts. +void ImFontAtlasBuildDestroy(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + { + atlas->FontLoader->LoaderShutdown(atlas); + IM_ASSERT(atlas->FontLoaderData == NULL); + } + IM_DELETE(atlas->Builder); + atlas->Builder = NULL; +} + +void ImFontAtlasPackInit(ImFontAtlas * atlas) +{ + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. + const int pack_node_count = tex->Width / 2; + builder->PackNodes.resize(pack_node_count); + IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque)); + stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size); + builder->RectsPackedSurface = builder->RectsPackedCount = 0; + builder->MaxRectSize = ImVec2i(0, 0); + builder->MaxRectBounds = ImVec2i(0, 0); +} + +// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. +static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx) +{ + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + int index_idx; + ImFontAtlasRectEntry* index_entry; + if (builder->RectsIndexFreeListStart < 0) + { + builder->RectsIndex.resize(builder->RectsIndex.Size + 1); + index_idx = builder->RectsIndex.Size - 1; + index_entry = &builder->RectsIndex[index_idx]; + memset(index_entry, 0, sizeof(*index_entry)); + } + else + { + index_idx = builder->RectsIndexFreeListStart; + index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect + builder->RectsIndexFreeListStart = index_entry->TargetIndex; + } + index_entry->TargetIndex = rect_idx; + index_entry->IsUsed = 1; + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// Overwrite existing entry +static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry) +{ + IM_ASSERT(index_entry->IsUsed); + index_entry->TargetIndex = atlas->Builder->Rects.Size - 1; + int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry); + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// This is expected to be called in batches and followed by a repack +void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + + ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id); + if (rect == NULL) + return; + + ImFontAtlasBuilder* builder = atlas->Builder; + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0); + index_entry->IsUsed = false; + index_entry->TargetIndex = builder->RectsIndexFreeListStart; + index_entry->Generation++; + + const int pack_padding = atlas->TexGlyphPadding; + builder->RectsIndexFreeListStart = index_idx; + builder->RectsDiscardedCount++; + builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding); + rect->w = rect->h = 0; // Clear rectangle so it won't be packed again +} + +// Important: Calling this may recreate a new texture and therefore change atlas->TexData +// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 +ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry) +{ + IM_ASSERT(w > 0 && w <= 0xFFFF); + IM_ASSERT(h > 0 && h <= 0xFFFF); + + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + const int pack_padding = atlas->TexGlyphPadding; + builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w); + builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h); + + // Pack + ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h }; + for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--) + { + // Try packing + stbrp_rect pack_r = {}; + pack_r.w = w + pack_padding; + pack_r.h = h + pack_padding; + stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1); + r.x = (unsigned short)pack_r.x; + r.y = (unsigned short)pack_r.y; + if (pack_r.was_packed) + break; + + // If we ran out of attempts, return fallback + if (attempts_remaining == 0 || builder->LockDisableResize) + { + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h); + return ImFontAtlasRectId_Invalid; + } + + // Resize or repack atlas! (this should be a rare event) + ImFontAtlasTextureMakeSpace(atlas); + } + + builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding); + builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding); + builder->RectsPackedCount++; + builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding); + + builder->Rects.push_back(r); + if (overwrite_entry != NULL) + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1); +} + +// Generally for non-user facing functions: assert on invalid ID. +ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id)); + IM_ASSERT(index_entry->IsUsed); + return &builder->Rects[index_entry->TargetIndex]; +} + +// For user-facing functions: return NULL on invalid ID. +// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers. +ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + if (id == ImFontAtlasRectId_Invalid) + return NULL; + int index_idx = ImFontAtlasRectId_GetIndex(id); + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'" + if (index_idx >= builder->RectsIndex.Size) + return NULL; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed) + return NULL; + return &builder->Rects[index_entry->TargetIndex]; +} + +// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) +// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. +static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint) +{ + if (const ImWchar* exclude_list = src->GlyphExcludeRanges) + for (; exclude_list[0] != 0; exclude_list += 2) + if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1]) + return false; + return true; +} + +static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size) +{ + IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size); + if (new_size <= baked->IndexLookup.Size) + return; + baked->IndexAdvanceX.resize(new_size, -1.0f); + baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED); +} + +static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c) +{ + IM_UNUSED(atlas); + if (font->RemapPairs.Data.Size != 0) + *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c); +} + +static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x) +{ + ImFont* font = baked->ContainerFont; + ImFontAtlas* atlas = font->ContainerAtlas; + if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) + { + // Lazily load fallback glyph + if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0) + ImFontAtlasBuildSetupFontBakedFallback(baked); + return NULL; + } + + // User remapping hooks + ImWchar src_codepoint = codepoint; + ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint); + + //char utf8_buf[5]; + //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); + + // Special hook + // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking + if (codepoint == font->EllipsisChar && font->EllipsisAutoBake) + if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked)) + return glyph; + + // Call backend + char* loader_user_data_p = (char*)baked->FontLoaderDatas; + int src_n = 0; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) + { + if (only_load_advance_x == NULL) + { + ImFontGlyph glyph_buf; + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL)) + { + // FIXME: Add hooks for e.g. #7962 + glyph_buf.Codepoint = src_codepoint; + glyph_buf.SourceIdx = src_n; + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf); + } + } + else + { + // Special mode but only loading glyphs metrics. Will rasterize and pack later. + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x)) + { + ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x); + return NULL; + } + } + } + loader_user_data_p += loader->FontBakedSrcLoaderDataSize; + src_n++; + } + + // Lazily load fallback glyph + if (baked->LoadNoFallback) + return NULL; + if (baked->FallbackGlyphIndex == -1) + ImFontAtlasBuildSetupFontBakedFallback(baked); + + // Mark index as not found, so we don't attempt the search twice + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX; + baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND; + return NULL; +} + +static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) +{ + if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout) + { + // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API. + float only_advance_x = 0.0f; + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x); + return glyph ? glyph->AdvanceX : only_advance_x; + } + else + { + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL); + return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX; + } +} + +// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b +IM_MSVC_RUNTIME_CHECKS_OFF +static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint) +{ + return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) +{ + // [DEBUG] Log texture update requests + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + for (ImTextureData* tex : atlas->TexList) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + IM_ASSERT(tex->Updates.Size == 0); + if (tex->Status == ImTextureStatus_WantCreate) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + else if (tex->Status == ImTextureStatus_WantDestroy) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, tex->TexID, tex->BackendUserData); + else if (tex->Status == ImTextureStatus_WantUpdates) + { + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData); + for (const ImTextureRect& r : tex->Updates) + { + IM_UNUSED(r); + IM_ASSERT(r.x >= 0 && r.y >= 0); + IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData); + } + } + } +} +#endif + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: backend for stb_truetype +//------------------------------------------------------------------------- +// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set) +//------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_STB_TRUETYPE + +// One for each ConfigData +struct ImGui_ImplStbTrueType_FontSrcData +{ + stbtt_fontinfo FontInfo; + float ScaleFactor; +}; + +static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo); + if (font_offset < 0) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); + return false; + } + if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset)) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + src->FontLoaderData = bd_font_data; + + const float ref_size = src->DstFont->Sources[0]->SizePixels; + if (src->MergeMode && src->SizePixels == 0.0f) + src->SizePixels = ref_size; + + if (src->SizePixels >= 0.0f) + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); + else + bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f); + if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f) + bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit + + return true; +} + +static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data != NULL); + + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + return glyph_index != 0; +} + +static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + if (src->MergeMode == false) + { + // FIXME-NEWFONTS: reevaluate how to use sizing metrics + // FIXME-NEWFONTS: make use of line gap value + float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout); + baked->Descent = ImFloor(unscaled_descent * scale_for_layout); + } + return true; +} + +static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x) +{ + // Search for first font which has the glyph + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data); + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + if (glyph_index == 0) + return false; + + // Fonts unit to pixels + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h; + const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v; + + // Obtain size and advance + int x0, y0, x1, y1; + int advance, lsb; + stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb); + + // Load metrics only mode + if (out_advance_x != NULL) + { + IM_ASSERT(out_glyph == NULL); + *out_advance_x = advance * scale_for_layout; + return true; + } + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = advance * scale_for_layout; + + // Pack and retrieve position inside texture atlas + // (generally based on stbtt_PackFontRangesRenderIntoRects) + const bool is_visible = (x0 != x1 && y0 != y1); + if (is_visible) + { + const int w = (x1 - x0 + oversample_h - 1); + const int h = (y1 - y0 + oversample_v - 1); + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render + stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1); + ImFontAtlasBuilder* builder = atlas->Builder; + builder->TempBuffer.resize(w * h * 1); + unsigned char* bitmap_pixels = builder->TempBuffer.Data; + memset(bitmap_pixels, 0, w * h * 1); + + // Render with oversampling + // (those functions conveniently assert if pixels are not cleared, which is another safety layer) + float sub_x, sub_y; + stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index); + + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = (src->GlyphOffset.x * offsets_scale); + float font_off_y = (src->GlyphOffset.y * offsets_scale); + if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome. + font_off_x = IM_ROUND(font_off_x); + if (src->PixelSnapV) + font_off_y = IM_ROUND(font_off_y); + font_off_x += sub_x; + font_off_y += sub_y + IM_ROUND(baked->Ascent); + float recip_h = 1.0f / (oversample_h * rasterizer_density); + float recip_v = 1.0f / (oversample_v * rasterizer_density); + + // Register glyph + // r->x r->y are coordinates inside texture (in pixels) + // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. + out_glyph->X0 = x0 * recip_h + font_off_x; + out_glyph->Y0 = y0 * recip_v + font_off_y; + out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x; + out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w); + } + + return true; +} + +const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype() +{ + static ImFontLoader loader; + loader.Name = "stb_truetype"; + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy; + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit; + loader.FontBakedDestroy = NULL; + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph; + return &loader; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// Obsolete functions since 1.92: +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFontBaked::ImFontBaked() +{ + memset(this, 0, sizeof(*this)); + FallbackGlyphIndex = -1; +} + +void ImFontBaked::ClearOutputData() +{ + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyphIndex = -1; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +ImFont::ImFont() +{ + memset(this, 0, sizeof(*this)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + Scale = 1.0f; +#endif +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + if (ImFontAtlas* atlas = ContainerAtlas) + ImFontAtlasFontDiscardBakes(atlas, this, 0); + FallbackChar = EllipsisChar = 0; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); + LastBaked = NULL; +} + +// API is designed this way to avoid exposing the 8K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph) +{ + int glyph_idx = baked->Glyphs.Size; + baked->Glyphs.push_back(*in_glyph); + ImFontGlyph* glyph = &baked->Glyphs[glyph_idx]; + IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved. + + // Set UV from packed rectangle + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId); + IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f); + glyph->U0 = (r->x) * atlas->TexUvScale.x; + glyph->V0 = (r->y) * atlas->TexUvScale.y; + glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y; + baked->MetricsTotalSurface += r->w * r->h; + } + + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + if (advance_x != glyph->AdvanceX) + { + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f; + glyph->X0 += char_off_x; + glyph->X1 += char_off_x; + } + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX; + } + if (glyph->Colored) + atlas->TexPixelsUseColors = atlas->TexData->UseColors = true; + + // Update lookup tables + const int codepoint = glyph->Codepoint; + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; + baked->IndexLookup[codepoint] = (ImU16)glyph_idx; + const int page_n = codepoint / 8192; + baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + + return glyph; +} + +// FIXME: Code is duplicated with code above. +void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x) +{ + IM_UNUSED(atlas); + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += src->GlyphExtraAdvanceX; + } + + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = advance_x; +} + +// Copy to texture, post-process and queue update for backend +void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); + ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasTextureBlockPostProcess(&pp_data); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); +} + +void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint) +{ + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint); +} + +// Find glyph, load if necessary, return fallback if missing +ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return &Glyphs.Data[FallbackGlyphIndex]; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex]; +} + +// Attempt to load but when missing, return NULL instead of FallbackGlyph +ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return NULL; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + LoadNoFallback = false; + return glyph; +} + +bool ImFontBaked::IsGlyphLoaded(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return false; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return true; + } + return false; +} + +// This is not fast query +bool ImFont::IsGlyphInFont(ImWchar c) +{ + ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c); + for (ImFontConfig* src : Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c)) + return true; + } + return false; +} + +// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). +IM_MSVC_RUNTIME_CHECKS_OFF +float ImFontBaked::GetCharAdvance(ImWchar c) +{ + if ((int)c < IndexAdvanceX.Size) + { + // Missing glyphs fitting inside index will have stored FallbackAdvanceX already. + const float x = IndexAdvanceX.Data[c]; + if (x >= 0.0f) + return x; + } + return ImFontBaked_BuildLoadGlyphAdvanceX(this, c); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density) +{ + struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data; + hashed_data.FontId = font_id; + hashed_data.BakedSize = baked_size; + hashed_data.RasterizerDensity = rasterizer_density; + return ImHashData(&hashed_data, sizeof(hashed_data)); +} + +// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames. +ImFontBaked* ImFont::GetFontBaked(float size, float density) +{ + ImFontBaked* baked = LastBaked; + + // Round font size + // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) + size = ImGui::GetRoundedFontSize(size); + + if (density < 0.0f) + density = CurrentRasterizerDensity; + if (baked && baked->Size == size && baked->RasterizerDensity == density) + return baked; + + ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlasBuilder* builder = atlas->Builder; + baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); + if (baked == NULL) + return NULL; + baked->LastUsedFrame = builder->FrameCount; + LastBaked = baked; + return baked; +} + +ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? + // FIXME-NEWATLAS: Altering font density won't work right away. + IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f); + ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id); + ImFontBaked* baked = *p_baked_in_map; + if (baked != NULL) + { + IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id); + return baked; + } + + // If atlas is locked, find closest match + // FIXME-OPT: This is not an optimal query. + if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked) + { + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density); + if (baked != NULL) + return baked; + if (atlas->Locked) + { + IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures! + return NULL; + } + } + + // Create new + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id); + *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can. + return baked; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + ImFontBaked* baked = GetFontBaked(size); + const float scale = size / baked->Size; + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + ImTextCountUtf8BytesFromChar(s, text_end); + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + const float scale = size / baked->Size; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPosition(size, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + char_width *= scale; + + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip) +{ + ImFontBaked* baked = GetFontBaked(size); + const ImFontGlyph* glyph = baked->FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x)) + return; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // Always CPU fine clip. Code extracted from RenderText(). + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip != NULL) + { + if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; } + if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; } + if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; } + if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; } + if (y1 >= y2) + return; + } + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + // Align to be pixel perfect +begin: + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + + const float scale = size / baked->Size; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition(). + // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPosition(size, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + const int cmd_count = draw_list->CmdBuffer.Size; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPosition(size, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c); + //if (glyph == NULL) + // continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used. + if (cmd_count != draw_list->CmdBuffer.Size) //-V547 + { + IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0); + draw_list->CmdBuffer.pop_back(); + draw_list->PrimUnreserve(idx_count_max, vtx_count_max); + draw_list->AddDrawCmd(); + //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG] + //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG] + goto begin; + //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen? + //return; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130, + 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89, + 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60, + 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2, + 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131, + 5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132, + 15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132, + 131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201, + 136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131, + 9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184, + 1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108, + 8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19, + 76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28, + 4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1, + 33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184, + 41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158, + 51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61, + 236,62,86,62,198,63,42,63,154,64,18,64,106,64,208,65,54,65,162,66,8,66,64,66,122,66,184,66,240,67,98,67,204,68,42,68,138,68,238,69,88,69,182,69,226,70,84,70,180,71,20,71,122,71,218, + 72,84,72,198,73,64,0,36,70,21,8,8,77,3,0,7,0,11,0,15,0,19,0,23,0,27,0,31,0,35,0,39,0,43,0,47,0,51,0,55,0,59,0,63,0,67,0,71,0,75,0,79,0,83,0,87,0,91,0,95,0,99,0,103,0,107,0,111,0,115, + 0,119,0,123,0,127,0,131,0,135,0,139,0,143,0,0,17,53,51,21,49,150,3,32,5,130,23,32,33,130,3,211,7,151,115,32,128,133,0,37,252,128,128,2,128,128,190,5,133,74,32,4,133,6,206,5,42,0,7, + 1,128,0,0,2,0,4,0,0,65,139,13,37,0,1,53,51,21,7,146,3,32,3,130,19,32,1,141,133,32,3,141,14,131,13,38,255,0,128,128,0,6,1,130,84,35,2,128,4,128,140,91,132,89,32,51,65,143,6,139,7,33, + 1,0,130,57,32,254,130,3,32,128,132,4,32,4,131,14,138,89,35,0,0,24,0,130,0,33,3,128,144,171,66,55,33,148,115,65,187,19,32,5,130,151,143,155,163,39,32,1,136,182,32,253,134,178,132,7, + 132,200,145,17,32,3,65,48,17,165,17,39,0,0,21,0,128,255,128,3,65,175,17,65,3,27,132,253,131,217,139,201,155,233,155,27,131,67,131,31,130,241,33,255,0,131,181,137,232,132,15,132,4,138, + 247,34,255,0,128,179,238,32,0,130,0,32,20,65,239,48,33,0,19,67,235,10,32,51,65,203,14,65,215,11,32,7,154,27,135,39,32,33,130,35,33,128,128,130,231,32,253,132,231,32,128,132,232,34, + 128,128,254,133,13,136,8,32,253,65,186,5,130,36,130,42,176,234,133,231,34,128,0,0,66,215,44,33,0,1,68,235,6,68,211,19,32,49,68,239,14,139,207,139,47,66,13,7,32,51,130,47,33,1,0,130, + 207,35,128,128,1,0,131,222,131,5,130,212,130,6,131,212,32,0,130,10,133,220,130,233,130,226,32,254,133,255,178,233,39,3,1,128,3,0,2,0,4,68,15,7,68,99,12,130,89,130,104,33,128,4,133, + 93,130,10,38,0,0,11,1,0,255,0,68,63,16,70,39,9,66,215,8,32,7,68,77,6,68,175,14,32,29,68,195,6,132,7,35,2,0,128,255,131,91,132,4,65,178,5,141,111,67,129,23,165,135,140,107,142,135,33, + 21,5,69,71,6,131,7,33,1,0,140,104,132,142,130,4,137,247,140,30,68,255,12,39,11,0,128,0,128,3,0,3,69,171,15,67,251,7,65,15,8,66,249,11,65,229,7,67,211,7,66,13,7,35,1,128,128,254,133, + 93,32,254,131,145,132,4,132,18,32,2,151,128,130,23,34,0,0,9,154,131,65,207,8,68,107,15,68,51,7,32,7,70,59,7,135,121,130,82,32,128,151,111,41,0,0,4,0,128,255,0,1,128,1,137,239,33,0, + 37,70,145,10,65,77,10,65,212,14,37,0,0,0,5,0,128,66,109,5,70,123,10,33,0,19,72,33,18,133,237,70,209,11,33,0,2,130,113,137,119,136,115,33,1,0,133,43,130,5,34,0,0,10,69,135,6,70,219, + 13,66,155,7,65,9,12,66,157,11,66,9,11,32,7,130,141,132,252,66,151,9,137,9,66,15,30,36,0,20,0,128,0,130,218,71,11,42,68,51,8,65,141,7,73,19,15,69,47,23,143,39,66,81,7,32,1,66,55,6,34, + 1,128,128,68,25,5,69,32,6,137,6,136,25,32,254,131,42,32,3,66,88,26,148,26,32,0,130,0,32,14,164,231,70,225,12,66,233,7,67,133,19,71,203,15,130,161,32,255,130,155,32,254,139,127,134, + 12,164,174,33,0,15,164,159,33,59,0,65,125,20,66,25,7,32,5,68,191,6,66,29,7,144,165,65,105,9,35,128,128,255,0,137,2,133,182,164,169,33,128,128,197,171,130,155,68,235,7,32,21,70,77,19, + 66,21,10,68,97,8,66,30,5,66,4,43,34,0,17,0,71,19,41,65,253,20,71,25,23,65,91,15,65,115,7,34,2,128,128,66,9,8,130,169,33,1,0,66,212,13,132,28,72,201,43,35,0,0,0,18,66,27,38,76,231,5, + 68,157,20,135,157,32,7,68,185,13,65,129,28,66,20,5,32,253,66,210,11,65,128,49,133,61,32,0,65,135,6,74,111,37,72,149,12,66,203,19,65,147,19,68,93,7,68,85,8,76,4,5,33,255,0,133,129,34, + 254,0,128,68,69,8,181,197,34,0,0,12,65,135,32,65,123,20,69,183,27,133,156,66,50,5,72,87,10,67,137,32,33,0,19,160,139,78,251,13,68,55,20,67,119,19,65,91,36,69,177,15,32,254,143,16,65, + 98,53,32,128,130,0,32,0,66,43,54,70,141,23,66,23,15,131,39,69,47,11,131,15,70,129,19,74,161,9,36,128,255,0,128,254,130,153,65,148,32,67,41,9,34,0,0,4,79,15,5,73,99,10,71,203,8,32,3, + 72,123,6,72,43,8,32,2,133,56,131,99,130,9,34,0,0,6,72,175,5,73,159,14,144,63,135,197,132,189,133,66,33,255,0,73,6,7,70,137,12,35,0,0,0,10,130,3,73,243,25,67,113,12,65,73,7,69,161,7, + 138,7,37,21,2,0,128,128,254,134,3,73,116,27,33,128,128,130,111,39,12,0,128,1,0,3,128,2,72,219,21,35,43,0,47,0,67,47,20,130,111,33,21,1,68,167,13,81,147,8,133,230,32,128,77,73,6,32, + 128,131,142,134,18,130,6,32,255,75,18,12,131,243,37,128,0,128,3,128,3,74,231,21,135,123,32,29,134,107,135,7,32,21,74,117,7,135,7,134,96,135,246,74,103,23,132,242,33,0,10,67,151,28, + 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88,11,8,24,76,215,34,78,139,7,95,245,7,32,7,24,73,75,23,32,128,131,167,130,170,101,158,9,82,49,22,118,139,6,32,18,67,155,44,116,187,9,108,55,14,80,155,23,66,131,15,93,77,10,131,168, + 32,128,73,211,12,24,75,187,22,32,4,96,71,20,67,108,19,132,19,120,207,8,32,5,76,79,15,66,111,21,66,95,8,32,3,190,211,111,3,8,211,212,32,20,65,167,44,34,75,0,79,97,59,13,32,33,112,63, + 10,65,147,19,69,39,19,143,39,24,66,71,9,130,224,65,185,43,94,176,12,65,183,24,71,38,8,24,72,167,7,65,191,38,136,235,24,96,167,12,65,203,62,115,131,13,65,208,42,175,235,67,127,6,32, + 4,76,171,29,114,187,5,32,71,65,211,5,65,203,68,72,51,8,164,219,32,0,172,214,71,239,58,78,3,27,66,143,15,77,19,15,147,31,35,33,53,51,21,66,183,10,173,245,66,170,30,150,30,34,0,0,23, + 80,123,54,76,1,16,73,125,15,82,245,11,167,253,24,76,85,12,70,184,5,32,254,131,185,37,254,0,128,1,0,128,133,16,117,158,18,92,27,38,65,3,17,130,251,35,17,0,128,254,24,69,83,39,140,243, + 121,73,19,109,167,7,81,41,15,24,95,175,12,102,227,15,121,96,11,24,95,189,7,32,3,145,171,154,17,24,77,47,9,33,0,5,70,71,37,68,135,7,32,29,117,171,11,69,87,15,24,79,97,19,24,79,149,23, + 131,59,32,1,75,235,5,72,115,11,72,143,7,132,188,71,27,46,131,51,32,0,69,95,6,175,215,32,21,131,167,81,15,19,151,191,151,23,131,215,71,43,5,32,254,24,79,164,24,74,109,8,77,166,13,65, + 176,26,88,162,5,98,159,6,171,219,120,247,6,79,29,8,99,169,10,103,59,19,65,209,35,131,35,91,25,19,112,94,15,83,36,8,173,229,33,20,0,88,75,43,71,31,12,65,191,71,33,1,0,130,203,32,254, + 131,4,68,66,7,67,130,6,104,61,13,173,215,38,13,1,0,0,0,2,128,67,111,28,74,129,16,104,35,19,79,161,16,87,14,7,138,143,132,10,67,62,36,114,115,5,162,151,67,33,16,108,181,15,143,151,67, + 5,5,24,100,242,15,170,153,34,0,0,14,65,51,34,32,55,79,75,9,32,51,74,7,10,65,57,38,132,142,32,254,72,0,14,139,163,32,128,80,254,8,67,158,21,65,63,7,32,4,72,227,27,95,155,12,67,119,19, + 124,91,24,149,154,72,177,34,97,223,8,155,151,24,108,227,15,88,147,16,72,117,19,68,35,11,92,253,15,70,199,15,24,87,209,17,32,2,87,233,7,32,1,24,88,195,10,119,24,8,32,3,81,227,24,65, + 125,21,35,128,128,0,25,76,59,48,24,90,187,9,97,235,12,66,61,11,91,105,19,24,79,141,11,24,79,117,15,24,79,129,27,90,53,13,130,13,32,253,131,228,24,79,133,40,69,70,8,66,137,31,65,33, + 19,96,107,8,68,119,29,66,7,5,68,125,16,65,253,19,65,241,27,24,90,179,13,24,79,143,18,33,128,128,130,246,32,254,130,168,68,154,36,77,51,9,97,47,5,167,195,32,21,131,183,78,239,27,155, + 195,78,231,14,201,196,77,11,6,32,5,73,111,37,97,247,12,77,19,31,155,207,78,215,19,162,212,69,17,14,66,91,19,80,143,57,78,203,39,159,215,32,128,93,134,8,24,80,109,24,66,113,15,169,215, + 66,115,6,32,4,69,63,33,32,0,101,113,7,86,227,35,143,211,36,49,53,51,21,1,77,185,14,65,159,28,69,251,34,67,56,8,33,9,0,24,107,175,25,90,111,12,110,251,11,119,189,24,119,187,34,87,15, + 9,32,4,66,231,37,90,39,7,66,239,8,84,219,15,69,105,23,24,85,27,27,87,31,11,33,1,128,76,94,6,32,1,85,241,7,33,128,128,106,48,10,33,128,128,69,136,11,133,13,24,79,116,49,84,236,8,24, + 91,87,9,32,5,165,255,69,115,12,66,27,15,159,15,24,72,247,12,74,178,5,24,80,64,15,33,0,128,143,17,77,89,51,130,214,24,81,43,7,170,215,74,49,8,159,199,143,31,139,215,69,143,5,32,254, + 24,81,50,35,181,217,84,123,70,143,195,159,15,65,187,16,66,123,7,65,175,15,65,193,29,68,207,39,79,27,5,70,131,6,32,4,68,211,33,33,67,0,83,143,14,159,207,143,31,140,223,33,0,128,24,80, + 82,14,24,93,16,23,32,253,65,195,5,68,227,40,133,214,107,31,7,32,5,67,115,27,87,9,8,107,31,43,66,125,6,32,0,103,177,23,131,127,72,203,36,32,0,110,103,8,155,163,73,135,6,32,19,24,112, + 99,10,65,71,11,73,143,19,143,31,126,195,5,24,85,21,9,24,76,47,14,32,254,24,93,77,36,68,207,11,39,25,0,0,255,128,3,128,4,66,51,37,95,247,13,82,255,24,76,39,19,147,221,66,85,27,24,118, + 7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui_impl_rw.cpp b/skeleton/imgui/imgui_impl_rw.cpp new file mode 100644 index 0000000..1081716 --- /dev/null +++ b/skeleton/imgui/imgui_impl_rw.cpp @@ -0,0 +1,345 @@ +#define WITH_D3D +#include +#include +#include + +#include "imgui/imgui.h" +#include "imgui_impl_rw.h" + +using namespace rw::RWDEVICE; + +static rw::Texture *g_FontTexture; +static Im2DVertex *g_vertbuf; +static int g_vertbufSize; + +// TODO: scissor from librw itself +static void +SetClip(const ImVec4 &clip) +{ + ImGuiIO &io = ImGui::GetIO(); + float x1 = clip.x; float y1 = clip.y; + float x2 = clip.z; float y2 = clip.w; +#ifdef RW_OPENGL + glScissor(x1, io.DisplaySize.y-y2, x2-x1, y2-y1); + glEnable(GL_SCISSOR_TEST); +#endif +#ifdef RW_D3D9 + rw::d3d::d3ddevice->SetRenderState(D3DRS_SCISSORTESTENABLE, 1); + RECT r = { (LONG)x1, (LONG)y1, (LONG)x2, (LONG)y2 }; + rw::d3d::d3ddevice->SetScissorRect(&r); +#endif +} + +static void +DisableClip(void) +{ +#ifdef RW_OPENGL + glDisable(GL_SCISSOR_TEST); +#endif +#ifdef RW_D3D9 + rw::d3d::d3ddevice->SetRenderState(D3DRS_SCISSORTESTENABLE, 0); +#endif +} + +void +ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data) +{ + ImGuiIO &io = ImGui::GetIO(); + + // minimized + if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) + return; + + if(g_vertbuf == nil || g_vertbufSize < draw_data->TotalVtxCount){ + if(g_vertbuf){ + rwFree(g_vertbuf); + g_vertbuf = nil; + } + g_vertbufSize = draw_data->TotalVtxCount + 5000; + g_vertbuf = rwNewT(Im2DVertex, g_vertbufSize, 0); + } + + float xoff = 0.0f; + float yoff = 0.0f; +#ifdef RWHALFPIXEL + xoff = -0.5; + yoff = 0.5; +#endif + + rw::Camera *cam = (rw::Camera*)rw::engine->currentCamera; + Im2DVertex *vtx_dst = g_vertbuf; + float recipZ = 1.0f/cam->nearPlane; + for(int n = 0; n < draw_data->CmdListsCount; n++){ + const ImDrawList *cmd_list = draw_data->CmdLists[n]; + const ImDrawVert *vtx_src = cmd_list->VtxBuffer.Data; + for(int i = 0; i < cmd_list->VtxBuffer.Size; i++){ + vtx_dst[i].setScreenX(vtx_src[i].pos.x + xoff); + vtx_dst[i].setScreenY(vtx_src[i].pos.y + yoff); + vtx_dst[i].setScreenZ(rw::im2d::GetNearZ()); + vtx_dst[i].setCameraZ(cam->nearPlane); + vtx_dst[i].setRecipCameraZ(recipZ); + vtx_dst[i].setColor(vtx_src[i].col&0xFF, vtx_src[i].col>>8 & 0xFF, vtx_src[i].col>>16 & 0xFF, vtx_src[i].col>>24 & 0xFF); + vtx_dst[i].setU(vtx_src[i].uv.x, recipZ); + vtx_dst[i].setV(vtx_src[i].uv.y, recipZ); + } + vtx_dst += cmd_list->VtxBuffer.Size; + } + + int vertexAlpha = rw::GetRenderState(rw::VERTEXALPHA); + int srcBlend = rw::GetRenderState(rw::SRCBLEND); + int dstBlend = rw::GetRenderState(rw::DESTBLEND); + int ztest = rw::GetRenderState(rw::ZTESTENABLE); + void *tex = rw::GetRenderStatePtr(rw::TEXTURERASTER); + int addrU = rw::GetRenderState(rw::TEXTUREADDRESSU); + int addrV = rw::GetRenderState(rw::TEXTUREADDRESSV); + int filter = rw::GetRenderState(rw::TEXTUREFILTER); + int cullmode = rw::GetRenderState(rw::CULLMODE); + + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); + rw::SetRenderState(rw::ZTESTENABLE, 0); + rw::SetRenderState(rw::CULLMODE, rw::CULLNONE); + + int vtx_offset = 0; + for(int n = 0; n < draw_data->CmdListsCount; n++){ + const ImDrawList *cmd_list = draw_data->CmdLists[n]; + int idx_offset = 0; + for(int i = 0; i < cmd_list->CmdBuffer.Size; i++){ + const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[i]; + if(pcmd->UserCallback) + pcmd->UserCallback(cmd_list, pcmd); + else{ + rw::Texture *tex = (rw::Texture*)pcmd->GetTexID(); + if(tex && tex->raster){ + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); + rw::SetRenderState(rw::TEXTUREADDRESSU, tex->getAddressU()); + rw::SetRenderState(rw::TEXTUREADDRESSV, tex->getAddressV()); + rw::SetRenderState(rw::TEXTUREFILTER, tex->getFilter()); + }else + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + + SetClip(pcmd->ClipRect); + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, + g_vertbuf+vtx_offset, cmd_list->VtxBuffer.Size, + cmd_list->IdxBuffer.Data+idx_offset, pcmd->ElemCount); + DisableClip(); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.Size; + } + + rw::SetRenderState(rw::VERTEXALPHA,vertexAlpha); + rw::SetRenderState(rw::SRCBLEND, srcBlend); + rw::SetRenderState(rw::DESTBLEND, dstBlend); + rw::SetRenderState(rw::ZTESTENABLE, ztest); + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex); + rw::SetRenderState(rw::TEXTUREADDRESSU, addrU); + rw::SetRenderState(rw::TEXTUREADDRESSV, addrV); + rw::SetRenderState(rw::TEXTUREFILTER, filter); + rw::SetRenderState(rw::CULLMODE, cullmode); +} + +bool +ImGui_ImplRW_Init(void) +{ + using namespace sk; + + ImGui::CreateContext(); + ImGuiIO &io = ImGui::GetIO(); + + return true; +} + +void +ImGui_ImplRW_Shutdown(void) +{ +} + +static bool +ImGui_ImplRW_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO &io = ImGui::GetIO(); + unsigned char *pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, nil); + + rw::Image *image; + image = rw::Image::create(width, height, 32); + image->allocate(); + for(int y = 0; y < height; y++) + memcpy(image->pixels + image->stride*y, pixels + width*4* y, width*4); + g_FontTexture = rw::Texture::create(rw::Raster::createFromImage(image)); + g_FontTexture->setFilter(rw::Texture::LINEAR); + image->destroy(); + + // Store our identifier + io.Fonts->TexID = (void*)g_FontTexture; + + return true; +} + +bool +ImGui_ImplRW_CreateDeviceObjects() +{ + if(!ImGui_ImplRW_CreateFontsTexture()) + return false; + return true; +} + +void +ImGui_ImplRW_NewFrame(float timeDelta) +{ + if(!g_FontTexture) + ImGui_ImplRW_CreateDeviceObjects(); + + ImGuiIO &io = ImGui::GetIO(); + + io.DisplaySize = ImVec2(sk::globals.width, sk::globals.height); + io.DeltaTime = timeDelta; + + io.KeyCtrl = ImGui::IsKeyPressed(ImGuiKey_LeftCtrl) || ImGui::IsKeyPressed(ImGuiKey_RightCtrl); + io.KeyShift = ImGui::IsKeyPressed(ImGuiKey_LeftShift) || ImGui::IsKeyPressed(ImGuiKey_RightShift); + io.KeyAlt = ImGui::IsKeyPressed(ImGuiKey_LeftAlt) || ImGui::IsKeyPressed(ImGuiKey_RightAlt); + io.KeySuper = false; + + if(io.WantSetMousePos) + sk::SetMousePosition(io.MousePos.x, io.MousePos.y); + + ImGui::NewFrame(); +} + +static ImGuiKey SkKeyToImGuiKey(int keycode) +{ + switch (keycode) { + case ' ': return ImGuiKey_Space; + case '\'': return ImGuiKey_Apostrophe; + case '-': return ImGuiKey_Minus; + case '.': return ImGuiKey_Period; + case '/': return ImGuiKey_Slash; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + + case ';': return ImGuiKey_Semicolon; + case '=': return ImGuiKey_Equal; + + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + + case '[': return ImGuiKey_LeftBracket; + case '\\': return ImGuiKey_Backslash; + case ']': return ImGuiKey_RightBracket; + case '`': return ImGuiKey_GraveAccent; + case sk::KEY_ESC: return ImGuiKey_Escape; + case sk::KEY_ENTER: return ImGuiKey_Enter; + case sk::KEY_TAB: return ImGuiKey_Tab; + case sk::KEY_BACKSP: return ImGuiKey_Backspace; + case sk::KEY_INS: return ImGuiKey_Insert; + case sk::KEY_DEL: return ImGuiKey_Delete; + case sk::KEY_RIGHT: return ImGuiKey_RightArrow; + case sk::KEY_LEFT: return ImGuiKey_LeftArrow; + case sk::KEY_DOWN: return ImGuiKey_DownArrow; + case sk::KEY_UP: return ImGuiKey_UpArrow; + case sk::KEY_PGUP: return ImGuiKey_PageUp; + case sk::KEY_PGDN: return ImGuiKey_PageDown; + case sk::KEY_HOME: return ImGuiKey_Home; + case sk::KEY_END: return ImGuiKey_End; + case sk::KEY_CAPSLK: return ImGuiKey_CapsLock; + + case sk::KEY_F1: return ImGuiKey_F1; + case sk::KEY_F2: return ImGuiKey_F2; + case sk::KEY_F3: return ImGuiKey_F3; + case sk::KEY_F4: return ImGuiKey_F4; + case sk::KEY_F5: return ImGuiKey_F5; + case sk::KEY_F6: return ImGuiKey_F6; + case sk::KEY_F7: return ImGuiKey_F7; + case sk::KEY_F8: return ImGuiKey_F8; + case sk::KEY_F9: return ImGuiKey_F9; + case sk::KEY_F10: return ImGuiKey_F10; + case sk::KEY_F11: return ImGuiKey_F11; + case sk::KEY_F12: return ImGuiKey_F12; + + case sk::KEY_LSHIFT: return ImGuiKey_LeftShift; + case sk::KEY_LCTRL: return ImGuiKey_LeftCtrl; + case sk::KEY_LALT: return ImGuiKey_LeftAlt; + case sk::KEY_RSHIFT: return ImGuiKey_RightShift; + case sk::KEY_RCTRL: return ImGuiKey_RightCtrl; + case sk::KEY_RALT: return ImGuiKey_RightAlt; + + case sk::KEY_NULL: return ImGuiKey_None; + } + return ImGuiKey_None; +} + +sk::EventStatus +ImGuiEventHandler(sk::Event e, void *param) +{ + using namespace sk; + + ImGuiIO &io = ImGui::GetIO(); + MouseState *ms; + uint c; + + switch(e){ + case KEYDOWN: + io.AddKeyEvent(SkKeyToImGuiKey(*(int*)param), true); + return EVENTPROCESSED; + case KEYUP: + io.AddKeyEvent(SkKeyToImGuiKey(*(int*)param), false); + return EVENTPROCESSED; + case CHARINPUT: + c = (uint)(uintptr)param; + io.AddInputCharacter((unsigned short)c); + return EVENTPROCESSED; + case MOUSEMOVE: + ms = (MouseState*)param; + io.MousePos.x = ms->posx; + io.MousePos.y = ms->posy; + return EVENTPROCESSED; + case MOUSEBTN: + ms = (MouseState*)param; + io.MouseDown[0] = !!(ms->buttons & 1); + io.MouseDown[2] = !!(ms->buttons & 2); + io.MouseDown[1] = !!(ms->buttons & 4); + return EVENTPROCESSED; + case MOUSEWHEEL: + ms = (MouseState*)param; + io.MouseWheel += ms->wheelDelta; + return EVENTPROCESSED; + } + return EVENTPROCESSED; +} diff --git a/skeleton/imgui/imgui_impl_rw.h b/skeleton/imgui/imgui_impl_rw.h new file mode 100644 index 0000000..32e961e --- /dev/null +++ b/skeleton/imgui/imgui_impl_rw.h @@ -0,0 +1,5 @@ +IMGUI_API bool ImGui_ImplRW_Init(void); +IMGUI_API void ImGui_ImplRW_Shutdown(void); +IMGUI_API void ImGui_ImplRW_NewFrame(float timeDelta); +sk::EventStatus ImGuiEventHandler(sk::Event e, void *param); +void ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data); \ No newline at end of file diff --git a/skeleton/imgui/imgui_internal.h b/skeleton/imgui/imgui_internal.h new file mode 100644 index 0000000..a11d4e4 --- /dev/null +++ b/skeleton/imgui/imgui_internal.h @@ -0,0 +1,3909 @@ +// dear imgui, v1.92.2b +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Style support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontLoader +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +// Utilities +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>) +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImGuiTextIndex; // Maintain a line index for a text buffer. + +// ImDrawList/ImFontAtlas +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions +struct ImFontAtlasRectEntry; // Packed rectangle lookup entry + +// ImGui +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +// Table column indexing +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImStableVector<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } + +// Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextCharToUtf8(char out_buf[5], unsigned int c); // return output UTF-8 bytes count +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +inline bool ImFileClose(ImFileHandle) { return false; } +inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +inline double ImPow(double x, double y) { return pow(x, y); } +inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +inline double ImLog(double x) { return log(x); } +inline int ImAbs(int x) { return x < 0 ? -x : x; } +inline float ImAbs(float x) { return fabsf(x); } +inline double ImAbs(double x) { return fabs(x); } +inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx){ return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +inline float ImTrunc(float f) { return (float)(int)(f); } +inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +inline float ImTrunc64(float f) { return (float)(ImS64)(f); } +inline float ImRound64(float f) { return (float)(ImS64)(f + 0.5f); } +inline int ImModPositive(int a, int b) { return (a + b) % b; } +inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2i (2D vector, integer) +struct ImVec2i +{ + int x, y; + constexpr ImVec2i() : x(0), y(0) {} + constexpr ImVec2i(int _x, int _y) : x(_x), y(_y) {} +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImStableVector<> +// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Important: does not destruct anything! +// Implemented only the minimum set of functions we need for it. +template +struct ImStableVector +{ + int Size = 0; + int Capacity = 0; + ImVector Blocks; + + // Functions + inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); } + + inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); } + inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } + inline void reserve(int new_cap) + { + new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE); + int old_count = Capacity / BLOCK_SIZE; + int new_count = new_cap / BLOCK_SIZE; + if (new_count <= old_count) + return; + Blocks.resize(new_count); + for (int n = old_count; n < new_count; n++) + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE); + Capacity = new_cap; + } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines) + ImFontAtlas* FontAtlas; // Current font atlas + ImFont* Font; // Current font (used for simplified AddText overload) + float FontSize; // Current font size (used for for simplified AddText overload) + float FontScale; // Current font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + float InitialFringeScale; // Initial scale to apply to AA fringe + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImVector TempBuffer; // Temporary write buffer + ImVector DrawLists; // All draw lists associated to this ImDrawListSharedData + ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + ~ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +struct ImFontStackData +{ + ImFont* Font; + float FontSizeBeforeScaling; // ~~ style.FontSizeBase + float FontSizeAfterScaling; // ~~ g.FontSize +}; + +//----------------------------------------------------------------------------- +// [SECTION] Style support +//----------------------------------------------------------------------------- + +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior(). + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + //ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb. + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking. + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, + //ImGuiButtonFlags_NoKeyModifiers = ImGuiButtonFlags_NoKeyModsAllowed, // Renamed in 1.91.4 +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551) + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, + ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() + ImGuiChildFlags ChildFlags; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing + float DrawLinesX1; + float DrawLinesToNodesY2; + ImGuiTableColumnIdx DrawLinesTableColumn; +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource : int +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 + //ImGuiNavHighlightFlags_TypeThin = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.90.2 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK +// +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch + ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowTextureUsedRect = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; + bool ShowFontPreview = true; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + ImGuiTextBuffer ResultPathBuf; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) + ImFont* Font; // Currently bound font. (== FontStack.back().Font) + ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) + float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). + float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified. + float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f. + float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked(). + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflictsId; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here. + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + //ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + bool ConfigNavWindowingWithGamepad; // = true. Enable CTRL+TAB by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + ImGuiInputSource NavWindowingInputSource; + bool NavWindowingToggleLayer; // Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key. + ImGuiKey NavWindowingToggleKey; // Keyboard/gamepad key used when toggling to menu layer. + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFontBaked InputTextPasswordFontBackupBaked; + ImFontFlags InputTextPasswordFontBackupFlags; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; +#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) + ImGuiStorage DebugDrawIdConflictsAliveCount; + ImGuiStorage DebugDrawIdConflictsHighlightSet; +#endif + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs. + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontWindowScaleParents; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } + + // [Obsolete] ImGuiWindow::CalcFontSize() was removed in 1.92.x because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading + //ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 40 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only) + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float BarRectPrevWidth; // Backup of previous width. When width change we enforce keep horizontal scroll on focused tab. + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + bool ScrollButtonEnabled; + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx. + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 16 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImS8 IsEnabled : 2; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = -1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET. + IMGUI_API void UnregisterUserTexture(ImTextureData* tex); + IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling); + IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling); + IMGUI_API void SetFontRasterizerDensity(float rasterizer_density); + inline float GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; } + inline float GetRoundedFontSize(float size) { return IM_ROUND(size); } + IMGUI_API ImFont* GetDefaultFont(); + IMGUI_API void PushPasswordFont(); + IMGUI_API void PopPasswordFont(); + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StopMouseMovingWindow(); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min); + + // Parameter stacks (shared) + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. Was called 'ActivateItem()' before 1.89.7. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TablePushColumnChannel(int column_n); + IMGUI_API void TablePopColumnChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + + // Widgets: Text + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API void TextAligned(float align_x, float size_x, const char* fmt, ...); // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) + IMGUI_API void TextAlignedV(float align_x, float size_x, const char* fmt, va_list args); + + // Widgets + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos); + IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture. + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontLoader +//----------------------------------------------------------------------------- + +// Hooks and storage for a given font backend. +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be public, but API is still going to be evolve. +struct ImFontLoader +{ + const char* Name; + bool (*LoaderInit)(ImFontAtlas* atlas); + void (*LoaderShutdown)(ImFontAtlas* atlas); + bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src); + void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src); + bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint); + bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x); + + // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. + // FIXME: At this point the two other types of buffers may be managed by core to be consistent? + size_t FontBakedSrcLoaderDataSize; + + ImFontLoader() { memset(this, 0, sizeof(*this)); } +}; + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype(); +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92] The types are not actually compatible but we provide this as a compile-time error report helper. +#endif + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +#define IMGUI_FONT_SIZE_MAX (512.0f) +#define IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE (128.0f) + +// Helpers: ImTextureRef ==/!= operators provided as convenience +// (note that _TexID and _TexData are never set simultaneously) +inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; } +inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; } + +// Refer to ImFontAtlasPackGetRect() to better understand how this works. +#define ImFontAtlasRectId_IndexMask_ (0x000FFFFF) // 20-bits: index to access builder->RectsIndex[]. +#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. +#define ImFontAtlasRectId_GenerationShift_ (20) +inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return id & ImFontAtlasRectId_IndexMask_; } +inline int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; } +inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx < ImFontAtlasRectId_IndexMask_ && gen_idx < (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); } + +// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) +// User are returned ImFontAtlasRectId values which are meant to be persistent. +// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. +// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. +// Having this also makes it easier to e.g. sort rectangles during repack. +struct ImFontAtlasRectEntry +{ + int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list. + int Generation : 10; // Increased each time the entry is reused for a new rectangle. + unsigned int IsUsed : 1; +}; + +// Data available to potential texture post-processing functions +struct ImFontAtlasPostProcessData +{ + ImFontAtlas* FontAtlas; + ImFont* Font; + ImFontConfig* FontSrc; + ImFontBaked* FontBaked; + ImFontGlyph* Glyph; + + // Pixel data + void* Pixels; + ImTextureFormat Format; + int Pitch; + int Width; + int Height; +}; + +// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it) +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE { struct stbrp_node; } +typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im; +#else +struct stbrp_node; +typedef stbrp_node stbrp_node_im; +#endif +struct stbrp_context_opaque { char data[80]; }; + +// Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasBuilder +{ + stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file. + ImVector PackNodes; + ImVector Rects; + ImVector RectsIndex; // ImFontAtlasRectId -> index into Rects[] + ImVector TempBuffer; // Misc scratch buffer + int RectsIndexFreeListStart;// First unused entry + int RectsPackedCount; // Number of packed rectangles. + int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size. + int RectsDiscardedCount; + int RectsDiscardedSurface; + int FrameCount; // Current frame count + ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size") + ImVec2i MaxRectBounds; // Bottom-right most used pixels + bool LockDisableResize; // Disable resizing texture + bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything. + + // Cache of all ImFontBaked + ImStableVector BakedPool; + ImGuiStorage BakedMap; // BakedId --> ImFontBaked* + int BakedDiscardedCount; + + // Custom rectangle identifiers + ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure. + ImFontAtlasRectId PackIdLinesTexData; + + ImFontAtlasBuilder() { memset(this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; } +}; + +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); +IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects + +IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1); +IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas); +IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames); + +IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed +IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames); + +IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id); +IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked); +IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph); +IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x); +IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); +IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); + +IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); +IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id); + +IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures); +IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex); +IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data); +IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor); +IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col); +IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h); + +IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format); +IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status); +IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format); + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas); +#endif + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui_tables.cpp b/skeleton/imgui/imgui_tables.cpp new file mode 100644 index 0000000..370d8f6 --- /dev/null +++ b/skeleton/imgui/imgui_tables.cpp @@ -0,0 +1,4562 @@ +// dear imgui, v1.92.2b +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None; + ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None; + if (flags & ImGuiTableFlags_ScrollX) + child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar; + BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking accross a table + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axes together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + table->InnerWindow->DC.TreeDepth--; + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings. +// 'init_mask' specify which fields to initialize. +static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags; + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + init_flags |= ImGuiTableFlags_Resizable; + TableInitColumnDefaults(table, column, init_flags); + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + { + TableEndCell(table); + table->CurrentColumn = -1; + } + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = table->NavLayer; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + if ((column_n >= 0 && column_n < table->ColumnsCount) == false) + { + IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!"); + return false; + } + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + // Also see TablePushColumnChannel() + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent); +} + +// Also see TableBeginCell() +void ImGui::TablePushColumnChannel(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + if (table->Flags & ImGuiTableFlags_NoClip) + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[column_n]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +void ImGui::TablePopColumnChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported. + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Initialize default columns settings + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + TableInitColumnDefaults(table, column, ~0); + column->AutoFitQueue = 0x00; + } + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imgui_widgets.cpp b/skeleton/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..23ebf5d --- /dev/null +++ b/skeleton/imgui/imgui_widgets.cpp @@ -0,0 +1,10632 @@ +// dear imgui, v1.92.2b +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + ImStrlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::TextAligned(float align_x, float size_x, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextAlignedV(align_x, size_x, fmt, args); + va_end(args); +} + +// align_x: 0.0f = left, 0.5f = center, 1.0f = right. +// size_x : 0.0f = shortcut for GetContentRegionAvail().x +// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) +void ImGui::TextAlignedV(float align_x, float size_x, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + const ImVec2 text_size = CalcTextSize(text, text_end); + size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x; + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y); + ImVec2 size(ImMin(size_x, text_size.x), text_size.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x); + if (align_x > 0.0f && text_size.x < size_x) + pos.x += ImTrunc((size_x - text_size.x) * align_x); + RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size); + + const ImVec2 backup_max_pos = window->DC.CursorMaxPos; + ItemSize(size); + ItemAdd(ImRect(pos, pos + size), 0); + window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up. + + if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip)) + SetTooltip("%.*s", (int)(text_end - text), text); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (item_flags & ImGuiItemFlags_NoFocus) + flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) + // where holding the button pressed for a long time while drag a payload item triggers the button. + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + const ImU32 cross_col = GetColorU32(ImGuiCol_Text); + const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + const float cross_thickness = 1.0f; // FIXME-DPI + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size >= 0.0f); + const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); + const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f; + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(tex_ref, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + bool pressed = TextLink(label); + if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } + return pressed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, width_min); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last. + int count_same_width = 1; + while (width_excess > 0.001f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item); + if (max_width_to_remove_per_item <= 0.0f) + break; + float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + { + float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min); + items[item_n].Width -= width_to_remove_for_this_item; + width_excess -= width_to_remove_for_this_item; + } + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.HasFlags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += ImStrlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += ImStrlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL+click on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL+click on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactive. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + ImStrlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + //ImFont* font = g.Font; + ImFontBaked* baked = g.FontBaked; + const float line_height = g.FontSize; + const float scale = line_height / baked->Size; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + line_width += baked->GetCharAdvance((ImWchar)c) * scale; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID); + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); + if (new_text_len + BufTextLen + 1 > obj->TextA.Size && (Flags & ImGuiInputTextFlags_ReadOnly) == 0) + { + if (!is_resizable) + return; + + IM_ASSERT(Buf == obj->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + obj->TextA.resize(new_buf_size + 1); + obj->TextSrc = obj->TextA.Data; + Buf = obj->TextA.Data; + BufSize = obj->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); + ImFontGlyph* glyph = g.FontBaked->FindGlyph('*'); + g.InputTextPasswordFontBackupFlags = g.Font->Flags; + backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex; + backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX; + backup->IndexLookup.swap(g.FontBaked->IndexLookup); + backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX); + g.Font->Flags |= ImFontFlags_NoLoadGlyphs; + g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph); + g.FontBaked->FallbackAdvanceX = glyph->AdvanceX; +} + +void ImGui::PopPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + g.Font->Flags = g.InputTextPasswordFontBackupFlags; + g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex; + g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX; + g.FontBaked->IndexLookup.swap(backup->IndexLookup); + g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX); + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)ImStrlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)ImStrlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)ImStrlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + PushPasswordFont(); + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)ImStrlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)ImStrlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopPasswordFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + ImStrlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)ImMemchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)ImMemchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031) + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + // This is required for some backends (SDL3) to start emitting character/text inputs. + // As per #6341, make sure we don't set that on the deactivating frame. + if (!is_readonly && g.ActiveId == id) + { + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler) + ime_data->WantVisible = true; + ime_data->WantTextInput = true; + ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + ime_data->InputLineHeight = g.FontSize; + ime_data->ViewportId = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + ImStrlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopPasswordFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacity: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque)) + flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + else + window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb; + if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_; + ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeStoreStackData() [Internal] +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + + // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees. + const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0; + tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX; + tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1; + tree_node_data->DrawLinesToNodesY2 = -FLT_MAX; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); + if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) + window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0) + flags |= g.Style.TreeLinesFlags; + const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f); + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + store_tree_node_stack_data = draw_tree_lines; + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1)))) + { + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway. + if (frame_bb.Min.y >= window->ClipRect.Max.y) + window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done + } + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + if (flags & ImGuiTreeNodeFlags_NoNavFocus) + button_flags |= ImGuiButtonFlags_NoNavFocus; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (draw_tree_lines) + TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f)); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +// Draw horizontal line from our parent node +// This is only called for visible child nodes so we are not too fussy anymore about performances +void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0) + return; + + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + float x1 = ImTrunc(parent_data->DrawLinesX1); + float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x); + float y = ImTrunc(target_pos.y); + float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding); + if (x1 >= x2) + return; + if (rounding > 0.0f) + { + x1 += 0.5f + rounding; + window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3); + if (x1 < x2) + window->DrawList->PathLineTo(ImVec2(x2, y)); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize); + } + else + { + window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + } +} + +// Draw vertical line of the hierarchy +void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y); + float y2 = data->DrawLinesToNodesY2; + if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull) + { + float y2_full = window->DC.CursorPos.y; + if (g.CurrentTable) + y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full); + y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f); + if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y + y2 = y2_full; + } + y2 = ImMin(y2, window->ClipRect.Max.y); + if (y2 <= y1) + return; + float x = ImTrunc(data->DrawLinesX1); + if (data->DrawLinesTableColumn != -1) + TablePushColumnChannel(data->DrawLinesTableColumn); + window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + if (data->DrawLinesTableColumn != -1) + TablePopColumnChannel(); +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) + { + const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + IM_ASSERT(data->ID == window->IDStack.back()); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled) + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + + // Draw hierarchy lines + if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y) + TreeNodeDrawLineToTreePop(data); + + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if (is_visible) + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)ImStrlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##MenuBar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f); + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + PopClipRect(); + PopID(); + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + + // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) + g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings; + BeginMenuBar(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + ImGuiContext& g = *GImGui; + if (!g.CurrentWindow->DC.MenuBarAppending) + { + IM_ASSERT_USER_ERROR(0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar + return; + } + + EndMenuBar(); + g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356) + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside a horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float WidthAfterShrinkMinWidth; + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Track selected tab when resizing our parent down + const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth()); + tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth(); + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Minimum shrink width + const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f; + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + if ((tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase); + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + float width_all_tabs_after_min_width_shrink = 0.0f; + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing; + } + + // Horizontal scrolling buttons + // Important: note that TabBarScrollButtons() will alter BarRect.Max.x. + const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink; + tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll); + if (tab_bar->ScrollButtonEnabled) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + if (scroll_to_tab_id == 0 && scroll_to_selected_tab) + scroll_to_tab_id = tab_bar->SelectedTabId; + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + IM_ASSERT(docked_window == NULL); // master branch only + IM_UNUSED(docked_window); + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + SetNextItemWidth(width); + TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name _WITH_ the zero-terminator + if (docked_window != NULL) + { + IM_ASSERT(docked_window == NULL); // master branch only + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + // Allow the close button to overlap + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held, pressed; + if (flags & ImGuiTabItemFlags_Invisible) + hovered = held = pressed = false; + else + pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible); + if (is_visible) + { + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + // Might be moved to TabItemBackground() ? + ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline); + if (style.TabRounding > 0.0f) + { + float rounding = style.TabRounding; + display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9); + display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11); + display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize); + } + else + { + display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize); + } + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*) +{ + IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch. + return ImVec2(0.0f, 0.0f); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. + + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + else if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = text_ellipsis_clip_bb.Max.x; + if (close_button_visible || unsaved_marker_visible) + { + const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f; + if (visible_without_hover) + { + text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f; + ellipsis_max_x -= button_sz * 0.90f; + } + else + { + text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f; + } + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/skeleton/imgui/imstb_rectpack.h b/skeleton/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/skeleton/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/skeleton/imgui/imstb_textedit.h b/skeleton/imgui/imstb_textedit.h new file mode 100644 index 0000000..33eef70 --- /dev/null +++ b/skeleton/imgui/imstb_textedit.h @@ -0,0 +1,1488 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// (not supported if you want to use UTF-8, see below) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// To support UTF-8: +// +// STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character +// STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character +// Do NOT define STB_TEXTEDIT_KEYTOTEXT. +// Instead, call stb_textedit_text() directly for text contents. +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: (added 2025) +// call this to directly send text input the textfield, which is required +// for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT() +// cannot infer text length. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1) +#endif + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character + while (c >= 0 && !is_word_boundary(str, c)) + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c); + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process text input +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + // This is not suitable for UTF-8 support. + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + i += next - state->cursor; + state->cursor = next; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + i += next - state->cursor; + state->cursor = next; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0) + { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan); + if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE) + break; + prev_scan = prev; + } + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/skeleton/imgui/imstb_truetype.h b/skeleton/imgui/imstb_truetype.h new file mode 100644 index 0000000..cf33289 --- /dev/null +++ b/skeleton/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; //-V1048 + y0 = (int)verts[i-1].y; //-V1048 + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/skeleton/sdl2.cpp b/skeleton/sdl2.cpp new file mode 100644 index 0000000..80a9f05 --- /dev/null +++ b/skeleton/sdl2.cpp @@ -0,0 +1,327 @@ +#ifdef LIBRW_SDL2 + +#include +#include "skeleton.h" + +using namespace sk; +using namespace rw; + +#ifdef RW_OPENGL + +SDL_Window *window; + +static int keyCodeToSkKey(SDL_Keycode keycode) { + switch (keycode) { + case SDLK_SPACE: return ' '; + case SDLK_QUOTE: return '\''; + case SDLK_COMMA: return ','; + case SDLK_MINUS: return '-'; + case SDLK_PERIOD: return '.'; + case SDLK_SLASH: return '/'; + + case SDLK_0: return '0'; + case SDLK_1: return '1'; + case SDLK_2: return '2'; + case SDLK_3: return '3'; + case SDLK_4: return '4'; + case SDLK_5: return '5'; + case SDLK_6: return '6'; + case SDLK_7: return '7'; + case SDLK_8: return '8'; + case SDLK_9: return '9'; + + case SDLK_SEMICOLON: return ';'; + case SDLK_EQUALS: return '='; + + case SDLK_a: return 'A'; + case SDLK_b: return 'B'; + case SDLK_c: return 'C'; + case SDLK_d: return 'D'; + case SDLK_e: return 'E'; + case SDLK_f: return 'F'; + case SDLK_g: return 'G'; + case SDLK_h: return 'H'; + case SDLK_i: return 'I'; + case SDLK_j: return 'J'; + case SDLK_k: return 'K'; + case SDLK_l: return 'L'; + case SDLK_m: return 'M'; + case SDLK_n: return 'N'; + case SDLK_o: return 'O'; + case SDLK_p: return 'P'; + case SDLK_q: return 'Q'; + case SDLK_r: return 'R'; + case SDLK_s: return 'S'; + case SDLK_t: return 'T'; + case SDLK_u: return 'U'; + case SDLK_v: return 'V'; + case SDLK_w: return 'W'; + case SDLK_x: return 'X'; + case SDLK_y: return 'Y'; + case SDLK_z: return 'Z'; + + case SDLK_LEFTBRACKET: return '['; + case SDLK_BACKSLASH: return '\\'; + case SDLK_RIGHTBRACKET: return ']'; + case SDLK_BACKQUOTE: return '`'; + case SDLK_ESCAPE: return KEY_ESC; + case SDLK_RETURN: return KEY_ENTER; + case SDLK_TAB: return KEY_TAB; + case SDLK_BACKSPACE: return KEY_BACKSP; + case SDLK_INSERT: return KEY_INS; + case SDLK_DELETE: return KEY_DEL; + case SDLK_RIGHT: return KEY_RIGHT; + case SDLK_LEFT: return KEY_LEFT; + case SDLK_DOWN: return KEY_DOWN; + case SDLK_UP: return KEY_UP; + case SDLK_PAGEUP: return KEY_PGUP; + case SDLK_PAGEDOWN: return KEY_PGDN; + case SDLK_HOME: return KEY_HOME; + case SDLK_END: return KEY_END; + case SDLK_CAPSLOCK: return KEY_CAPSLK; + case SDLK_SCROLLLOCK: return KEY_NULL; + case SDLK_NUMLOCKCLEAR: return KEY_NULL; + case SDLK_PRINTSCREEN: return KEY_NULL; + case SDLK_PAUSE: return KEY_NULL; + + case SDLK_F1: return KEY_F1; + case SDLK_F2: return KEY_F2; + case SDLK_F3: return KEY_F3; + case SDLK_F4: return KEY_F4; + case SDLK_F5: return KEY_F5; + case SDLK_F6: return KEY_F6; + case SDLK_F7: return KEY_F7; + case SDLK_F8: return KEY_F8; + case SDLK_F9: return KEY_F9; + case SDLK_F10: return KEY_F10; + case SDLK_F11: return KEY_F11; + case SDLK_F12: return KEY_F12; + case SDLK_F13: return KEY_NULL; + case SDLK_F14: return KEY_NULL; + case SDLK_F15: return KEY_NULL; + case SDLK_F16: return KEY_NULL; + case SDLK_F17: return KEY_NULL; + case SDLK_F18: return KEY_NULL; + case SDLK_F19: return KEY_NULL; + case SDLK_F20: return KEY_NULL; + case SDLK_F21: return KEY_NULL; + case SDLK_F22: return KEY_NULL; + case SDLK_F23: return KEY_NULL; + case SDLK_F24: return KEY_NULL; + + case SDLK_KP_0: return KEY_NULL; + case SDLK_KP_1: return KEY_NULL; + case SDLK_KP_2: return KEY_NULL; + case SDLK_KP_3: return KEY_NULL; + case SDLK_KP_4: return KEY_NULL; + case SDLK_KP_5: return KEY_NULL; + case SDLK_KP_6: return KEY_NULL; + case SDLK_KP_7: return KEY_NULL; + case SDLK_KP_8: return KEY_NULL; + case SDLK_KP_9: return KEY_NULL; + case SDLK_KP_DECIMAL: return KEY_NULL; + case SDLK_KP_DIVIDE: return KEY_NULL; + case SDLK_KP_MULTIPLY: return KEY_NULL; + case SDLK_KP_MINUS: return KEY_NULL; + case SDLK_KP_PLUS: return KEY_NULL; + case SDLK_KP_ENTER: return KEY_NULL; + case SDLK_KP_EQUALS: return KEY_NULL; + + case SDLK_LSHIFT: return KEY_LSHIFT; + case SDLK_LCTRL: return KEY_LCTRL; + case SDLK_LALT: return KEY_LALT; + case SDLK_LGUI: return KEY_NULL; + case SDLK_RSHIFT: return KEY_RSHIFT; + case SDLK_RCTRL: return KEY_RCTRL; + case SDLK_RALT: return KEY_RALT; + case SDLK_RGUI: return KEY_NULL; + case SDLK_MENU: return KEY_NULL; + } + return KEY_NULL; +} + +#if 0 +static void +keypress(SDL_Window *window, int key, int scancode, int action, int mods) +{ + if(key >= 0 && key <= GLFW_KEY_LAST){ + if(action == GLFW_RELEASE) KeyUp(keymap[key]); + else if(action == GLFW_PRESS) KeyDown(keymap[key]); + else if(action == GLFW_REPEAT) KeyDown(keymap[key]); + } +} + +static void +charinput(GLFWwindow *window, unsigned int c) +{ + EventHandler(CHARINPUT, (void*)(uintptr)c); +} + +static void +resize(GLFWwindow *window, int w, int h) +{ + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = w; + r.h = h; + EventHandler(RESIZE, &r); +} + +static void +mousebtn(GLFWwindow *window, int button, int action, int mods) +{ + static int buttons = 0; + sk::MouseState ms; + + switch(button){ + case GLFW_MOUSE_BUTTON_LEFT: + if(action == GLFW_PRESS) + buttons |= 1; + else + buttons &= ~1; + break; + case GLFW_MOUSE_BUTTON_MIDDLE: + if(action == GLFW_PRESS) + buttons |= 2; + else + buttons &= ~2; + break; + case GLFW_MOUSE_BUTTON_RIGHT: + if(action == GLFW_PRESS) + buttons |= 4; + else + buttons &= ~4; + break; + } + + sk::MouseState ms; + ms.buttons = buttons; + EventHandler(MOUSEBTN, &ms); +} +#endif + +enum mousebutton { +BUTTON_LEFT = 0x1, +BUTTON_MIDDLE = 0x2, +BUTTON_RIGHT = 0x4, +}; + +int +main(int argc, char *argv[]) +{ + args.argc = argc; + args.argv = argv; + + if(EventHandler(INITIALIZE, nil) == EVENTERROR) + return 0; + + engineOpenParams.width = sk::globals.width; + engineOpenParams.height = sk::globals.height; + engineOpenParams.windowtitle = sk::globals.windowtitle; + engineOpenParams.window = &window; + + if(EventHandler(RWINITIALIZE, nil) == EVENTERROR) + return 0; + + Uint64 lastTicks = SDL_GetPerformanceCounter(); + const float tickPeriod = 1.f / SDL_GetPerformanceFrequency(); + SDL_Event event; + int mouseButtons = 0; + + SDL_StartTextInput(); + + while(!sk::globals.quit){ + while(SDL_PollEvent(&event)){ + switch(event.type){ + case SDL_QUIT: + sk::globals.quit = true; + break; + case SDL_WINDOWEVENT: + switch (event.window.event) { + case SDL_WINDOWEVENT_RESIZED: { + rw::Rect r; + SDL_GetWindowPosition(window, &r.x, &r.y); + r.w = event.window.data1; + r.h = event.window.data2; + EventHandler(RESIZE, &r); + break; + } + } + break; + case SDL_KEYUP: { + int c = keyCodeToSkKey(event.key.keysym.sym); + EventHandler(KEYUP, &c); + break; + } + case SDL_KEYDOWN: { + int c = keyCodeToSkKey(event.key.keysym.sym); + EventHandler(KEYDOWN, &c); + break; + } + case SDL_TEXTINPUT: { + char *c = event.text.text; + while (int ci = *c) { + EventHandler(CHARINPUT, (void*)(uintptr)ci); + ++c; + } + break; + } + case SDL_MOUSEMOTION: { + sk::MouseState ms; + ms.posx = event.motion.x; + ms.posy = event.motion.y; + EventHandler(MOUSEMOVE, &ms); + break; + } + case SDL_MOUSEBUTTONDOWN: { + switch (event.button.button) { + case SDL_BUTTON_LEFT: mouseButtons |= BUTTON_LEFT; break; + case SDL_BUTTON_MIDDLE: mouseButtons |= BUTTON_MIDDLE; break; + case SDL_BUTTON_RIGHT: mouseButtons |= BUTTON_RIGHT; break; + } + sk::MouseState ms; + ms.buttons = mouseButtons; + EventHandler(MOUSEBTN, &ms); + break; + } + case SDL_MOUSEBUTTONUP: { + switch (event.button.button) { + case SDL_BUTTON_LEFT: mouseButtons &= ~BUTTON_LEFT; break; + case SDL_BUTTON_MIDDLE: mouseButtons &= ~BUTTON_MIDDLE; break; + case SDL_BUTTON_RIGHT: mouseButtons &= ~BUTTON_RIGHT; break; + } + sk::MouseState ms; + ms.buttons = mouseButtons; + EventHandler(MOUSEBTN, &ms); + break; + } + } + } + Uint64 currTicks = SDL_GetPerformanceCounter(); + float timeDelta = (currTicks - lastTicks) * tickPeriod; + + EventHandler(IDLE, &timeDelta); + + lastTicks = currTicks; + } + + SDL_StopTextInput(); + + EventHandler(RWTERMINATE, nil); + + return 0; +} + +namespace sk { + +void +SetMousePosition(int x, int y) +{ + SDL_WarpMouseInWindow(*engineOpenParams.window, x, y); +} + +} + +#endif +#endif diff --git a/skeleton/sdl3.cpp b/skeleton/sdl3.cpp new file mode 100644 index 0000000..fdceb0c --- /dev/null +++ b/skeleton/sdl3.cpp @@ -0,0 +1,323 @@ +#ifdef LIBRW_SDL3 + +#include +#include "skeleton.h" + +using namespace sk; +using namespace rw; + +#ifdef RW_OPENGL + +SDL_Window *window; + +static int keyCodeToSkKey(SDL_Keycode keycode) { + switch (keycode) { + case SDLK_SPACE: return ' '; + case SDLK_APOSTROPHE: return '\''; + case SDLK_COMMA: return ','; + case SDLK_MINUS: return '-'; + case SDLK_PERIOD: return '.'; + case SDLK_SLASH: return '/'; + + case SDLK_0: return '0'; + case SDLK_1: return '1'; + case SDLK_2: return '2'; + case SDLK_3: return '3'; + case SDLK_4: return '4'; + case SDLK_5: return '5'; + case SDLK_6: return '6'; + case SDLK_7: return '7'; + case SDLK_8: return '8'; + case SDLK_9: return '9'; + + case SDLK_SEMICOLON: return ';'; + case SDLK_EQUALS: return '='; + + case SDLK_A: return 'A'; + case SDLK_B: return 'B'; + case SDLK_C: return 'C'; + case SDLK_D: return 'D'; + case SDLK_E: return 'E'; + case SDLK_F: return 'F'; + case SDLK_G: return 'G'; + case SDLK_H: return 'H'; + case SDLK_I: return 'I'; + case SDLK_J: return 'J'; + case SDLK_K: return 'K'; + case SDLK_L: return 'L'; + case SDLK_M: return 'M'; + case SDLK_N: return 'N'; + case SDLK_O: return 'O'; + case SDLK_P: return 'P'; + case SDLK_Q: return 'Q'; + case SDLK_R: return 'R'; + case SDLK_S: return 'S'; + case SDLK_T: return 'T'; + case SDLK_U: return 'U'; + case SDLK_V: return 'V'; + case SDLK_W: return 'W'; + case SDLK_X: return 'X'; + case SDLK_Y: return 'Y'; + case SDLK_Z: return 'Z'; + + case SDLK_LEFTBRACKET: return '['; + case SDLK_BACKSLASH: return '\\'; + case SDLK_RIGHTBRACKET: return ']'; + case SDLK_GRAVE: return '`'; + case SDLK_ESCAPE: return KEY_ESC; + case SDLK_RETURN: return KEY_ENTER; + case SDLK_TAB: return KEY_TAB; + case SDLK_BACKSPACE: return KEY_BACKSP; + case SDLK_INSERT: return KEY_INS; + case SDLK_DELETE: return KEY_DEL; + case SDLK_RIGHT: return KEY_RIGHT; + case SDLK_LEFT: return KEY_LEFT; + case SDLK_DOWN: return KEY_DOWN; + case SDLK_UP: return KEY_UP; + case SDLK_PAGEUP: return KEY_PGUP; + case SDLK_PAGEDOWN: return KEY_PGDN; + case SDLK_HOME: return KEY_HOME; + case SDLK_END: return KEY_END; + case SDLK_CAPSLOCK: return KEY_CAPSLK; + case SDLK_SCROLLLOCK: return KEY_NULL; + case SDLK_NUMLOCKCLEAR: return KEY_NULL; + case SDLK_PRINTSCREEN: return KEY_NULL; + case SDLK_PAUSE: return KEY_NULL; + + case SDLK_F1: return KEY_F1; + case SDLK_F2: return KEY_F2; + case SDLK_F3: return KEY_F3; + case SDLK_F4: return KEY_F4; + case SDLK_F5: return KEY_F5; + case SDLK_F6: return KEY_F6; + case SDLK_F7: return KEY_F7; + case SDLK_F8: return KEY_F8; + case SDLK_F9: return KEY_F9; + case SDLK_F10: return KEY_F10; + case SDLK_F11: return KEY_F11; + case SDLK_F12: return KEY_F12; + case SDLK_F13: return KEY_NULL; + case SDLK_F14: return KEY_NULL; + case SDLK_F15: return KEY_NULL; + case SDLK_F16: return KEY_NULL; + case SDLK_F17: return KEY_NULL; + case SDLK_F18: return KEY_NULL; + case SDLK_F19: return KEY_NULL; + case SDLK_F20: return KEY_NULL; + case SDLK_F21: return KEY_NULL; + case SDLK_F22: return KEY_NULL; + case SDLK_F23: return KEY_NULL; + case SDLK_F24: return KEY_NULL; + + case SDLK_KP_0: return KEY_NULL; + case SDLK_KP_1: return KEY_NULL; + case SDLK_KP_2: return KEY_NULL; + case SDLK_KP_3: return KEY_NULL; + case SDLK_KP_4: return KEY_NULL; + case SDLK_KP_5: return KEY_NULL; + case SDLK_KP_6: return KEY_NULL; + case SDLK_KP_7: return KEY_NULL; + case SDLK_KP_8: return KEY_NULL; + case SDLK_KP_9: return KEY_NULL; + case SDLK_KP_DECIMAL: return KEY_NULL; + case SDLK_KP_DIVIDE: return KEY_NULL; + case SDLK_KP_MULTIPLY: return KEY_NULL; + case SDLK_KP_MINUS: return KEY_NULL; + case SDLK_KP_PLUS: return KEY_NULL; + case SDLK_KP_ENTER: return KEY_NULL; + case SDLK_KP_EQUALS: return KEY_NULL; + + case SDLK_LSHIFT: return KEY_LSHIFT; + case SDLK_LCTRL: return KEY_LCTRL; + case SDLK_LALT: return KEY_LALT; + case SDLK_LGUI: return KEY_NULL; + case SDLK_RSHIFT: return KEY_RSHIFT; + case SDLK_RCTRL: return KEY_RCTRL; + case SDLK_RALT: return KEY_RALT; + case SDLK_RGUI: return KEY_NULL; + case SDLK_MENU: return KEY_NULL; + } + return KEY_NULL; +} + +#if 0 +static void +keypress(SDL_Window *window, int key, int scancode, int action, int mods) +{ + if(key >= 0 && key <= GLFW_KEY_LAST){ + if(action == GLFW_RELEASE) KeyUp(keymap[key]); + else if(action == GLFW_PRESS) KeyDown(keymap[key]); + else if(action == GLFW_REPEAT) KeyDown(keymap[key]); + } +} + +static void +charinput(GLFWwindow *window, unsigned int c) +{ + EventHandler(CHARINPUT, (void*)(uintptr)c); +} + +static void +resize(GLFWwindow *window, int w, int h) +{ + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = w; + r.h = h; + EventHandler(RESIZE, &r); +} + +static void +mousebtn(GLFWwindow *window, int button, int action, int mods) +{ + static int buttons = 0; + sk::MouseState ms; + + switch(button){ + case GLFW_MOUSE_BUTTON_LEFT: + if(action == GLFW_PRESS) + buttons |= 1; + else + buttons &= ~1; + break; + case GLFW_MOUSE_BUTTON_MIDDLE: + if(action == GLFW_PRESS) + buttons |= 2; + else + buttons &= ~2; + break; + case GLFW_MOUSE_BUTTON_RIGHT: + if(action == GLFW_PRESS) + buttons |= 4; + else + buttons &= ~4; + break; + } + + sk::MouseState ms; + ms.buttons = buttons; + EventHandler(MOUSEBTN, &ms); +} +#endif + +enum mousebutton { +BUTTON_LEFT = 0x1, +BUTTON_MIDDLE = 0x2, +BUTTON_RIGHT = 0x4, +}; + +int +main(int argc, char *argv[]) +{ + args.argc = argc; + args.argv = argv; + + if(EventHandler(INITIALIZE, nil) == EVENTERROR) + return 0; + + engineOpenParams.width = sk::globals.width; + engineOpenParams.height = sk::globals.height; + engineOpenParams.windowtitle = sk::globals.windowtitle; + engineOpenParams.window = &window; + + if(EventHandler(RWINITIALIZE, nil) == EVENTERROR) + return 0; + + Uint64 lastTicks = SDL_GetPerformanceCounter(); + const float tickPeriod = 1.f / SDL_GetPerformanceFrequency(); + SDL_Event event; + int mouseButtons = 0; + + SDL_StartTextInput(window); + + while(!sk::globals.quit){ + while(SDL_PollEvent(&event)){ + switch(event.type){ + case SDL_EVENT_QUIT: + sk::globals.quit = true; + break; + case SDL_EVENT_WINDOW_RESIZED: { + rw::Rect r; + SDL_GetWindowPosition(window, &r.x, &r.y); + r.w = event.window.data1; + r.h = event.window.data2; + EventHandler(RESIZE, &r); + break; + } + case SDL_EVENT_KEY_UP: { + int c = keyCodeToSkKey(event.key.key); + EventHandler(KEYUP, &c); + break; + } + case SDL_EVENT_KEY_DOWN: { + int c = keyCodeToSkKey(event.key.key); + EventHandler(KEYDOWN, &c); + break; + } + case SDL_EVENT_TEXT_INPUT: { + const char *c = event.text.text; + while (int ci = *c) { + EventHandler(CHARINPUT, (void*)(uintptr)ci); + ++c; + } + break; + } + case SDL_EVENT_MOUSE_MOTION: { + sk::MouseState ms; + ms.posx = event.motion.x; + ms.posy = event.motion.y; + EventHandler(MOUSEMOVE, &ms); + break; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: { + switch (event.button.button) { + case SDL_BUTTON_LEFT: mouseButtons |= BUTTON_LEFT; break; + case SDL_BUTTON_MIDDLE: mouseButtons |= BUTTON_MIDDLE; break; + case SDL_BUTTON_RIGHT: mouseButtons |= BUTTON_RIGHT; break; + } + sk::MouseState ms; + ms.buttons = mouseButtons; + EventHandler(MOUSEBTN, &ms); + break; + } + case SDL_EVENT_MOUSE_BUTTON_UP: { + switch (event.button.button) { + case SDL_BUTTON_LEFT: mouseButtons &= ~BUTTON_LEFT; break; + case SDL_BUTTON_MIDDLE: mouseButtons &= ~BUTTON_MIDDLE; break; + case SDL_BUTTON_RIGHT: mouseButtons &= ~BUTTON_RIGHT; break; + } + sk::MouseState ms; + ms.buttons = mouseButtons; + EventHandler(MOUSEBTN, &ms); + break; + } + } + } + Uint64 currTicks = SDL_GetPerformanceCounter(); + float timeDelta = (currTicks - lastTicks) * tickPeriod; + + EventHandler(IDLE, &timeDelta); + + lastTicks = currTicks; + } + + SDL_StopTextInput(window); + + EventHandler(RWTERMINATE, nil); + + return 0; +} + +namespace sk { + +void +SetMousePosition(int x, int y) +{ + SDL_WarpMouseInWindow(*engineOpenParams.window, x, y); +} + +} + +#endif +#endif diff --git a/skeleton/skeleton.cpp b/skeleton/skeleton.cpp new file mode 100644 index 0000000..a3faea6 --- /dev/null +++ b/skeleton/skeleton.cpp @@ -0,0 +1,192 @@ +#include +#include "skeleton.h" + + +namespace sk { + +Globals globals; +Args args; + + +bool +InitRW(void) +{ + if(!rw::Engine::init()) + return false; + if(AppEventHandler(sk::PLUGINATTACH, nil) == EVENTERROR) + return false; + if(!rw::Engine::open(&engineOpenParams)) + return false; + + SubSystemInfo info; + int i, n; + n = Engine::getNumSubSystems(); + for(i = 0; i < n; i++) + if(Engine::getSubSystemInfo(&info, i)) + ;//printf("subsystem: %s\n", info.name); + Engine::setSubSystem(n-1); + + int want = -1; + VideoMode mode; + n = Engine::getNumVideoModes(); + for(i = 0; i < n; i++) + if(Engine::getVideoModeInfo(&mode, i)){ +// if(mode.width == 640 && mode.height == 480 && mode.depth == 32) + if(mode.width == 1920 && mode.height == 1080 && mode.depth == 32) + want = i; + //printf("mode: %dx%dx%d %d\n", mode.width, mode.height, mode.depth, mode.flags); + } +// if(want >= 0) Engine::setVideoMode(want); + Engine::getVideoModeInfo(&mode, Engine::getCurrentVideoMode()); + + if(mode.flags & VIDEOMODEEXCLUSIVE){ + globals.width = mode.width; + globals.height = mode.height; + } + + if(!rw::Engine::start()) + return false; + + rw::Charset::open(); + + rw::Image::setSearchPath("./"); + return true; +} + +void +TerminateRW(void) +{ + rw::Charset::close(); + + // TODO: delete all tex dicts + rw::Engine::stop(); + rw::Engine::close(); + rw::Engine::term(); +} + +Camera* +CameraCreate(int32 width, int32 height, bool32 z) +{ + Camera *cam; + cam = Camera::create(); + cam->setFrame(Frame::create()); + cam->frameBuffer = Raster::create(width, height, 0, Raster::CAMERA); + cam->zBuffer = Raster::create(width, height, 0, Raster::ZBUFFER); + return cam; +} + +void +CameraDestroy(rw::Camera *cam) +{ + if(cam->frameBuffer){ + cam->frameBuffer->destroy(); + cam->frameBuffer = nil; + } + if(cam->zBuffer){ + cam->zBuffer->destroy(); + cam->zBuffer = nil; + } + rw::Frame *frame = cam->getFrame(); + if(frame){ + cam->setFrame(nil); + frame->destroy(); + } + cam->destroy(); +} + +void +CameraSize(Camera *cam, Rect *r, float viewWindow, float aspectRatio) +{ + if(cam->frameBuffer){ + cam->frameBuffer->destroy(); + cam->frameBuffer = nil; + } + if(cam->zBuffer){ + cam->zBuffer->destroy(); + cam->zBuffer = nil; + } + cam->frameBuffer = Raster::create(r->w, r->h, 0, Raster::CAMERA); + cam->zBuffer = Raster::create(r->w, r->h, 0, Raster::ZBUFFER); + + if(viewWindow != 0.0f){ + rw::V2d vw; + // TODO: aspect ratio when fullscreen + if(r->w > r->h){ + vw.x = viewWindow; + vw.y = viewWindow / ((float)r->w/r->h); + }else{ + vw.x = viewWindow / ((float)r->h/r->w); + vw.y = viewWindow; + } + cam->setViewWindow(&vw); + } +} + +void +CameraMove(Camera *cam, V3d *delta) +{ + rw::V3d offset; + rw::V3d::transformVectors(&offset, delta, 1, &cam->getFrame()->matrix); + cam->getFrame()->translate(&offset); +} + +void +CameraPan(Camera *cam, V3d *pos, float angle) +{ + rw::Frame *frame = cam->getFrame(); + rw::V3d trans = pos ? *pos : frame->matrix.pos; + rw::V3d negTrans = rw::scale(trans, -1.0f); + frame->translate(&negTrans); + frame->rotate(&frame->matrix.up, angle); + frame->translate(&trans); +} + +void +CameraTilt(Camera *cam, V3d *pos, float angle) +{ + rw::Frame *frame = cam->getFrame(); + rw::V3d trans = pos ? *pos : frame->matrix.pos; + rw::V3d negTrans = rw::scale(trans, -1.0f); + frame->translate(&negTrans); + frame->rotate(&frame->matrix.right, angle); + frame->translate(&trans); +} + +void +CameraRotate(Camera *cam, V3d *pos, float angle) +{ + rw::Frame *frame = cam->getFrame(); + rw::V3d trans = pos ? *pos : frame->matrix.pos; + rw::V3d negTrans = rw::scale(trans, -1.0f); + frame->translate(&negTrans); + frame->rotate(&frame->matrix.at, angle); + frame->translate(&negTrans); +} + +EventStatus +EventHandler(Event e, void *param) +{ + EventStatus s; + if (e == INITIALIZE) { + ImGui::CreateContext(); + } + + s = AppEventHandler(e, param); + if(e == QUIT){ + globals.quit = 1; + return EVENTPROCESSED; + } + if(s == EVENTNOTPROCESSED) + switch(e){ + case RWINITIALIZE: + return InitRW() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + TerminateRW(); + return EVENTPROCESSED; + default: + break; + } + return s; +} + +} diff --git a/skeleton/skeleton.h b/skeleton/skeleton.h new file mode 100644 index 0000000..a4d14f7 --- /dev/null +++ b/skeleton/skeleton.h @@ -0,0 +1,122 @@ +extern rw::EngineOpenParams engineOpenParams; + +namespace sk { + +using namespace rw; + +// same as RW skeleton +enum Key +{ + // ascii... + + KEY_ESC = 128, + + KEY_F1 = 129, + KEY_F2 = 130, + KEY_F3 = 131, + KEY_F4 = 132, + KEY_F5 = 133, + KEY_F6 = 134, + KEY_F7 = 135, + KEY_F8 = 136, + KEY_F9 = 137, + KEY_F10 = 138, + KEY_F11 = 139, + KEY_F12 = 140, + + KEY_INS = 141, + KEY_DEL = 142, + KEY_HOME = 143, + KEY_END = 144, + KEY_PGUP = 145, + KEY_PGDN = 146, + + KEY_UP = 147, + KEY_DOWN = 148, + KEY_LEFT = 149, + KEY_RIGHT = 150, + + // some stuff ommitted + + KEY_BACKSP = 168, + KEY_TAB = 169, + KEY_CAPSLK = 170, + KEY_ENTER = 171, + KEY_LSHIFT = 172, + KEY_RSHIFT = 173, + KEY_LCTRL = 174, + KEY_RCTRL = 175, + KEY_LALT = 176, + KEY_RALT = 177, + + KEY_NULL, // unused + KEY_NUMKEYS, +}; + +enum EventStatus +{ + EVENTERROR, + EVENTPROCESSED, + EVENTNOTPROCESSED +}; + +enum Event +{ + INITIALIZE, + RWINITIALIZE, + RWTERMINATE, + SELECTDEVICE, + PLUGINATTACH, + KEYDOWN, + KEYUP, + CHARINPUT, + MOUSEMOVE, + MOUSEBTN, + MOUSEWHEEL, + RESIZE, + IDLE, + QUIT +}; + +struct Globals +{ + const char *windowtitle; + int32 width; + int32 height; + bool32 quit; +}; +extern Globals globals; + +// Argument to mouse events +struct MouseState +{ + int posx, posy; + int buttons; // bits 0-2 are left, middle, right button down + float wheelDelta; +}; + +struct Args +{ + int argc; + char **argv; +}; +extern Args args; + +bool InitRW(void); +void TerminateRW(void); +Camera *CameraCreate(int32 width, int32 height, bool32 z); +void CameraDestroy(rw::Camera *cam); +void CameraSize(Camera *cam, Rect *r, float viewWindow = 0.0f, float aspectRatio = 0.0f); +void CameraMove(Camera *cam, V3d *delta); +void CameraPan(Camera *cam, V3d *pos, float angle); +void CameraTilt(Camera *cam, V3d *pos, float angle); +void CameraRotate(Camera *cam, V3d *pos, float angle); +void SetMousePosition(int x, int y); +EventStatus EventHandler(Event e, void *param); + +} + +sk::EventStatus AppEventHandler(sk::Event e, void *param); + +#include "imgui/imgui.h" +#include "imgui/imgui_impl_rw.h" diff --git a/skeleton/win.cpp b/skeleton/win.cpp new file mode 100644 index 0000000..a2b50ed --- /dev/null +++ b/skeleton/win.cpp @@ -0,0 +1,319 @@ +#ifdef _WIN32 +#include +#include +#include "skeleton.h" + +using namespace sk; +using namespace rw; + +#ifdef RW_D3D9 + +#ifndef VK_OEM_NEC_EQUAL +#define VK_OEM_NEC_EQUAL 0x92 +#endif + +static int keymap[256]; +static void +initkeymap(void) +{ + int i; + for(i = 0; i < 256; i++) + keymap[i] = KEY_NULL; + keymap[VK_SPACE] = ' '; + keymap[VK_OEM_7] = '\''; + keymap[VK_OEM_COMMA] = ','; + keymap[VK_OEM_MINUS] = '-'; + keymap[VK_OEM_PERIOD] = '.'; + keymap[VK_OEM_2] = '/'; + for(i = '0'; i <= '9'; i++) + keymap[i] = i; + keymap[VK_OEM_1] = ';'; + keymap[VK_OEM_NEC_EQUAL] = '='; + for(i = 'A'; i <= 'Z'; i++) + keymap[i] = i; + keymap[VK_OEM_4] = '['; + keymap[VK_OEM_5] = '\\'; + keymap[VK_OEM_6] = ']'; + keymap[VK_OEM_3] = '`'; + keymap[VK_ESCAPE] = KEY_ESC; + keymap[VK_RETURN] = KEY_ENTER; + keymap[VK_TAB] = KEY_TAB; + keymap[VK_BACK] = KEY_BACKSP; + keymap[VK_INSERT] = KEY_INS; + keymap[VK_DELETE] = KEY_DEL; + keymap[VK_RIGHT] = KEY_RIGHT; + keymap[VK_LEFT] = KEY_LEFT; + keymap[VK_DOWN] = KEY_DOWN; + keymap[VK_UP] = KEY_UP; + keymap[VK_PRIOR] = KEY_PGUP; + keymap[VK_NEXT] = KEY_PGDN; + keymap[VK_HOME] = KEY_HOME; + keymap[VK_END] = KEY_END; + keymap[VK_MODECHANGE] = KEY_CAPSLK; + for(i = VK_F1; i <= VK_F24; i++) + keymap[i] = i-VK_F1+KEY_F1; + keymap[VK_LSHIFT] = KEY_LSHIFT; + keymap[VK_LCONTROL] = KEY_LCTRL; + keymap[VK_LMENU] = KEY_LALT; + keymap[VK_RSHIFT] = KEY_RSHIFT; + keymap[VK_RCONTROL] = KEY_RCTRL; + keymap[VK_RMENU] = KEY_RALT; +} +bool running; + +static void KeyUp(int key) { EventHandler(KEYUP, &key); } +static void KeyDown(int key) { EventHandler(KEYDOWN, &key); } + +LRESULT CALLBACK +WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + static int resizing = 0; + static int buttons = 0; + POINTS p; + + MouseState ms; + switch(msg){ + case WM_DESTROY: + PostQuitMessage(0); + break; + + case WM_SYSKEYDOWN: + case WM_KEYDOWN: + if(wParam == VK_MENU){ + if(GetKeyState(VK_LMENU) & 0x8000) KeyDown(keymap[VK_LMENU]); + if(GetKeyState(VK_RMENU) & 0x8000) KeyDown(keymap[VK_RMENU]); + }else if(wParam == VK_CONTROL){ + if(GetKeyState(VK_LCONTROL) & 0x8000) KeyDown(keymap[VK_LCONTROL]); + if(GetKeyState(VK_RCONTROL) & 0x8000) KeyDown(keymap[VK_RCONTROL]); + }else if(wParam == VK_SHIFT){ + if(GetKeyState(VK_LSHIFT) & 0x8000) KeyDown(keymap[VK_LSHIFT]); + if(GetKeyState(VK_RSHIFT) & 0x8000) KeyDown(keymap[VK_RSHIFT]); + }else + KeyDown(keymap[wParam]); + break; + + case WM_SYSKEYUP: + case WM_KEYUP: + if(wParam == VK_MENU){ + if((GetKeyState(VK_LMENU) & 0x8000) == 0) KeyUp(keymap[VK_LMENU]); + if((GetKeyState(VK_RMENU) & 0x8000) == 0) KeyUp(keymap[VK_RMENU]); + }else if(wParam == VK_CONTROL){ + if((GetKeyState(VK_LCONTROL) & 0x8000) == 0) KeyUp(keymap[VK_LCONTROL]); + if((GetKeyState(VK_RCONTROL) & 0x8000) == 0) KeyUp(keymap[VK_RCONTROL]); + }else if(wParam == VK_SHIFT){ + if((GetKeyState(VK_LSHIFT) & 0x8000) == 0) KeyUp(keymap[VK_LSHIFT]); + if((GetKeyState(VK_RSHIFT) & 0x8000) == 0) KeyUp(keymap[VK_RSHIFT]); + }else + KeyUp(keymap[wParam]); + break; + + case WM_CHAR: + if(wParam > 0 && wParam < 0x10000) + EventHandler(CHARINPUT, (void*)wParam); + break; + + case WM_MOUSEMOVE: + p = MAKEPOINTS(lParam); + ms.posx = p.x; + ms.posy = p.y; + EventHandler(MOUSEMOVE, &ms); + break; + + case WM_LBUTTONDOWN: + buttons |= 1; goto mbtn; + case WM_LBUTTONUP: + buttons &= ~1; goto mbtn; + case WM_MBUTTONDOWN: + buttons |= 2; goto mbtn; + case WM_MBUTTONUP: + buttons &= ~2; goto mbtn; + case WM_RBUTTONDOWN: + buttons |= 4; goto mbtn; + case WM_RBUTTONUP: + buttons &= ~4; + mbtn: + ms.buttons = buttons; + EventHandler(MOUSEBTN, &ms); + break; + case WM_MOUSEWHEEL: + ms.wheelDelta = (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + EventHandler(MOUSEWHEEL, &ms); + break; + + case WM_SIZE: + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = LOWORD(lParam); + r.h = HIWORD(lParam); + EventHandler(RESIZE, &r); + break; + + case WM_CLOSE: + DestroyWindow(hwnd); + break; + + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + + case WM_QUIT: + running = false; + break; + } + return DefWindowProc(hwnd, msg, wParam, lParam); +} + +HWND +MakeWindow(HINSTANCE instance, int width, int height, const char *title) +{ + WNDCLASS wc; + wc.style = CS_HREDRAW | CS_VREDRAW; + wc.lpfnWndProc = WndProc; + wc.cbClsExtra = 0; + wc.cbWndExtra = 0; + wc.hInstance = instance; + wc.hIcon = LoadIcon(0, IDI_APPLICATION); + wc.hCursor = LoadCursor(0, IDC_ARROW); + wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); + wc.lpszMenuName = 0; + wc.lpszClassName = "librwD3D9"; + if(!RegisterClass(&wc)){ + MessageBox(0, "RegisterClass() - FAILED", 0, 0); + return 0; + } + + int offx = 100; + int offy = 100; + RECT rect; + rect.left = 0; + rect.top = 0; + rect.right = width; + rect.bottom = height; + DWORD style = WS_OVERLAPPEDWINDOW; + AdjustWindowRect(&rect, style, FALSE); + rect.right += -rect.left; + rect.bottom += -rect.top; + HWND win; + win = CreateWindow("librwD3D9", title, style, + offx, offy, rect.right, rect.bottom, 0, 0, instance, 0); + if(!win){ + MessageBox(0, "CreateWindow() - FAILED", 0, 0); + return 0; + } + ShowWindow(win, SW_SHOW); + UpdateWindow(win); + return win; +} + +void +pollEvents(void) +{ + MSG msg; + while(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){ + if(msg.message == WM_QUIT){ + running = false; + break; + }else{ + TranslateMessage(&msg); + DispatchMessage(&msg); + } + } +} + +int WINAPI +WinMain(HINSTANCE instance, HINSTANCE, + PSTR cmdLine, int showCmd) +{ +/* + AllocConsole(); + freopen("CONIN$", "r", stdin); + freopen("CONOUT$", "w", stdout); + freopen("CONOUT$", "w", stderr); +*/ + + INT64 ticks; + INT64 ticksPerSecond; + if(!QueryPerformanceFrequency((LARGE_INTEGER*)&ticksPerSecond)) + return 0; + if(!QueryPerformanceCounter((LARGE_INTEGER*)&ticks)) + return 0; + +#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR) + args.argc = _argc; + args.argv = _argv; +#else + args.argc = __argc; + args.argv = __argv; +#endif + + if(EventHandler(INITIALIZE, nil) == EVENTERROR) + return 0; + + HWND win = MakeWindow(instance, + sk::globals.width, sk::globals.height, + sk::globals.windowtitle); + if(win == 0){ + MessageBox(0, "MakeWindow() - FAILED", 0, 0); + return 0; + } + engineOpenParams.window = win; + initkeymap(); + + if(EventHandler(RWINITIALIZE, nil) == EVENTERROR) + return 0; + + INT64 lastTicks; + QueryPerformanceCounter((LARGE_INTEGER *)&lastTicks); + running = true; + while((pollEvents(), running) && !globals.quit){ + QueryPerformanceCounter((LARGE_INTEGER *)&ticks); + float timeDelta = (float)(ticks - lastTicks)/ticksPerSecond; + + EventHandler(IDLE, &timeDelta); + + lastTicks = ticks; + } + + EventHandler(RWTERMINATE, nil); + + return 0; +} + +namespace sk { + +void +SetMousePosition(int x, int y) +{ + POINT pos = { x, y }; + ClientToScreen(engineOpenParams.window, &pos); + SetCursorPos(pos.x, pos.y); +} + +} + +#endif + +#ifdef RW_OPENGL +int main(int argc, char *argv[]); + +int WINAPI +WinMain(HINSTANCE instance, HINSTANCE, + PSTR cmdLine, int showCmd) +{ +/* + AllocConsole(); + freopen("CONIN$", "r", stdin); + freopen("CONOUT$", "w", stdout); + freopen("CONOUT$", "w", stderr); +*/ + +#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR) + return main(_argc, _argv); +#else + return main(__argc, __argv); +#endif +} +#endif +#endif diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt new file mode 100644 index 0000000..e9143b7 --- /dev/null +++ b/src/CMakeLists.txt @@ -0,0 +1,270 @@ +add_library(librw + "${PROJECT_SOURCE_DIR}/args.h" + "${PROJECT_SOURCE_DIR}/rw.h" + + anim.cpp + base.cpp + bmp.cpp + camera.cpp + charset.cpp + clump.cpp + engine.cpp + error.cpp + frame.cpp + geometry.cpp + geoplg.cpp + hanim.cpp + image.cpp + light.cpp + matfx.cpp + pipeline.cpp + plg.cpp + png.cpp + prim.cpp + raster.cpp + render.cpp + rwanim.h + rwengine.h + rwerror.h + rwobjects.h + rwpipeline.h + rwplg.h + rwplugins.h + rwrender.h + rwuserdata.h + skin.cpp + texture.cpp + tga.cpp + tristrip.cpp + userdata.cpp + uvanim.cpp + world.cpp + + d3d/d3d8.cpp + d3d/d3d8matfx.cpp + d3d/d3d8render.cpp + d3d/d3d8skin.cpp + d3d/d3d9.cpp + d3d/d3d9matfx.cpp + d3d/d3d9render.cpp + d3d/d3d9skin.cpp + d3d/d3d.cpp + d3d/d3ddevice.cpp + d3d/d3dimmed.cpp + d3d/d3drender.cpp + d3d/rwd3d8.h + d3d/rwd3d9.h + d3d/rwd3d.h + d3d/rwd3dimpl.h + d3d/rwxbox.h + d3d/rwxboximpl.h + d3d/xbox.cpp + d3d/xboxmatfx.cpp + d3d/xboxskin.cpp + d3d/xboxvfmt.cpp + + gl/gl3.cpp + gl/gl3device.cpp + gl/gl3immed.cpp + gl/gl3matfx.cpp + gl/gl3pipe.cpp + gl/gl3raster.cpp + gl/gl3render.cpp + gl/gl3shader.cpp + gl/gl3skin.cpp + gl/rwgl3.h + gl/rwgl3impl.h + gl/rwgl3plg.h + gl/rwgl3shader.h + gl/rwwdgl.h + gl/wdgl.cpp + gl/glad/glad.h + gl/glad/glad.c + gl/glad/khrplatform.h + + lodepng/lodepng.h + lodepng/lodepng.cpp + + ps2/pds.cpp + ps2/ps2.cpp + ps2/ps2device.cpp + ps2/ps2matfx.cpp + ps2/ps2raster.cpp + ps2/ps2skin.cpp + ps2/rwps2.h + ps2/rwps2impl.h + ps2/rwps2plg.h +) +add_library(librw::librw ALIAS librw) + +target_include_directories(librw + INTERFACE + $ + $ +) + +target_compile_definitions(librw + PRIVATE + LODEPNG_NO_COMPILE_CPP + "$,DEBUG,NDEBUG>" + PUBLIC + "RW_${LIBRW_PLATFORM}" +) + +if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang") + target_link_libraries(librw + PRIVATE + m + ) +endif() +if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang") + target_compile_options(librw + PRIVATE + "-Wall" + ) + if (NOT LIBRW_PLATFORM_PS2) + target_compile_options(librw + PRIVATE + "-Wextra" + "-Wdouble-promotion" + "-Wpedantic" + ) + endif() +elseif(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC") + target_compile_options(librw + PUBLIC + /wd4996 /wd4244 + ) +endif() + +set_target_properties(librw + PROPERTIES + C_STANDARD 11 + C_EXTENSIONS OFF + C_STANDARD_REQUIRED ON + CXX_STANDARD 11 + CXX_EXTENSIONS OFF + CXX_STANDARD_REQUIRED ON + PREFIX "" +) + +if(LIBRW_PLATFORM_GL3) + if (LIBRW_GL3_GFXLIB STREQUAL "GLFW") + if (NOT TARGET glfw) + find_package(glfw3 REQUIRED) + endif() + target_compile_definitions(librw PUBLIC LIBRW_GLFW) + target_link_libraries(librw + PUBLIC + glfw + ) + elseif (LIBRW_GL3_GFXLIB STREQUAL "SDL2") + if (NOT TARGET SDL2::SDL2) + find_package(SDL2 CONFIG) + if (NOT TARGET SDL2::SDL2) + find_package(SDL2 MODULE REQUIRED) + endif() + endif() + target_compile_definitions(librw PUBLIC LIBRW_SDL2) + target_link_libraries(librw + PUBLIC + SDL2::SDL2 + ) + elseif (LIBRW_GL3_GFXLIB STREQUAL "SDL3") + find_package(SDL3 CONFIG REQUIRED) + target_compile_definitions(librw PUBLIC LIBRW_SDL3) + target_link_libraries(librw + PUBLIC + SDL3::SDL3 + ) + endif() + + set(OpenGL_GL_PREFERENCE GLVND) + find_package(OpenGL) + if(TARGET OpenGL::OpenGL) + target_link_libraries(librw + PRIVATE + OpenGL::OpenGL + ) + elseif(TARGET OpenGL::EGL) + target_link_libraries(librw + PRIVATE + OpenGL::EGL + ) + elseif(TARGET OpenGL::GL) + target_link_libraries(librw + PRIVATE + OpenGL::GL + ) + else() + message(FATAL_ERROR "find_package(OpenGL) failed.") + endif() +elseif(LIBRW_PLATFORM_D3D9) + target_link_libraries(librw + PRIVATE + d3d9 + xinput + ) +endif() + +if(LIBRW_INSTALL) + install( + FILES + "${PROJECT_SOURCE_DIR}/args.h" + "${PROJECT_SOURCE_DIR}/rw.h" + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}" + ) + install( + FILES + base.err + rwbase.h + rwcharset.h + rwerror.h + rwplg.h + rwrender.h + rwengine.h + rwpipeline.h + rwobjects.h + rwanim.h + rwplugins.h + rwuserdata.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/src" + ) + install( + FILES + d3d/rwxbox.h + d3d/rwd3d.h + d3d/rwd3d8.h + d3d/rwd3d9.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/src/d3d" + ) + install( + FILES + ps2/rwps2.h + ps2/rwps2plg.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/src/ps2" + ) + install( + FILES + gl/rwwdgl.h + gl/rwgl3.h + gl/rwgl3plg.h + gl/rwgl3shader.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/src/gl" + ) + + install( + FILES + gl/glad/glad.h + gl/glad/khrplatform.h + DESTINATION "${LIBRW_INSTALL_INCLUDEDIR}/src/gl/glad" + ) + + install( + TARGETS librw + EXPORT librw-targets + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" + ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" + ) +endif() diff --git a/src/anim.cpp b/src/anim.cpp new file mode 100644 index 0000000..2003f1b --- /dev/null +++ b/src/anim.cpp @@ -0,0 +1,293 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwanim.h" +#include "rwplugins.h" + +#define PLUGIN_ID ID_ANIMANIMATION + +namespace rw { + +// +// AnimInterpolatorInfo +// + +#define MAXINTERPINFO 10 + +static AnimInterpolatorInfo *interpInfoList[MAXINTERPINFO]; + +void +AnimInterpolatorInfo::registerInterp(AnimInterpolatorInfo *interpInfo) +{ + for(int32 i = 0; i < MAXINTERPINFO; i++) + if(interpInfoList[i] == nil){ + interpInfoList[i] = interpInfo; + return; + } + assert(0 && "no room for interpolatorInfo"); +} + +void +AnimInterpolatorInfo::unregisterInterp(AnimInterpolatorInfo *interpInfo) +{ + for(int32 i = 0; i < MAXINTERPINFO; i++) + if(interpInfoList[i] == interpInfo){ + rwFree(interpInfoList[i]); + interpInfoList[i] = nil; + return; + } +} + +AnimInterpolatorInfo* +AnimInterpolatorInfo::find(int32 id) +{ + for(int32 i = 0; i < MAXINTERPINFO; i++){ + if(interpInfoList[i] && interpInfoList[i]->id == id) + return interpInfoList[i]; + } + return nil; +} + +// +// Animation +// + +Animation* +Animation::create(AnimInterpolatorInfo *interpInfo, int32 numFrames, + int32 flags, float duration) +{ + int32 sz = sizeof(Animation) + + numFrames*interpInfo->animKeyFrameSize + + interpInfo->customDataSize; + uint8 *data = (uint8*)rwMalloc(sz, MEMDUR_EVENT | ID_ANIMANIMATION); + if(data == nil){ + RWERROR((ERR_ALLOC, sz)); + return nil; + } + Animation *anim = (Animation*)data; + data += sizeof(Animation); + anim->interpInfo = interpInfo; + anim->numFrames = numFrames; + anim->flags = flags; + anim->duration = duration; + anim->keyframes = data; + data += anim->numFrames*interpInfo->animKeyFrameSize; + anim->customData = data; + return anim; +} + +void +Animation::destroy(void) +{ + rwFree(this); +} + +int32 +Animation::getNumNodes(void) +{ + int32 sz = this->interpInfo->animKeyFrameSize; + KeyFrameHeader *first = (KeyFrameHeader*)this->keyframes; + int32 n = 0; + for(KeyFrameHeader *f = first; f->prev != first; f = f->next(sz)) + n++; + return n; +} + +Animation* +Animation::streamRead(Stream *stream) +{ + Animation *anim; + if(stream->readI32() != 0x100) + return nil; + int32 typeID = stream->readI32(); + AnimInterpolatorInfo *interpInfo = AnimInterpolatorInfo::find(typeID); + int32 numFrames = stream->readI32(); + int32 flags = stream->readI32(); + float duration = stream->readF32(); + anim = Animation::create(interpInfo, numFrames, flags, duration); + interpInfo->streamRead(stream, anim); + return anim; +} + +Animation* +Animation::streamReadLegacy(Stream *stream) +{ + Animation *anim; + AnimInterpolatorInfo *interpInfo = AnimInterpolatorInfo::find(1); + int32 numFrames = stream->readI32(); + int32 flags = stream->readI32(); + float duration = stream->readF32(); + anim = Animation::create(interpInfo, numFrames, flags, duration); + HAnimKeyFrame *frames = (HAnimKeyFrame*)anim->keyframes; + for(int32 i = 0; i < anim->numFrames; i++){ + stream->read32(&frames[i].q, 4*4); + frames[i].q = conj(frames[i].q); + stream->read32(&frames[i].t, 3*4); + frames[i].time = stream->readF32(); + int32 prev = stream->readI32()/0x24; + frames[i].prev = &frames[prev]; + } + return anim; +} + +bool +Animation::streamWrite(Stream *stream) +{ + writeChunkHeader(stream, ID_ANIMANIMATION, this->streamGetSize()); + stream->writeI32(0x100); + stream->writeI32(this->interpInfo->id); + stream->writeI32(this->numFrames); + stream->writeI32(this->flags); + stream->writeF32(this->duration); + this->interpInfo->streamWrite(stream, this); + return true; +} + +bool +Animation::streamWriteLegacy(Stream *stream) +{ + stream->writeI32(this->numFrames); + stream->writeI32(this->flags); + stream->writeF32(this->duration); + assert(interpInfo->id == 1); + HAnimKeyFrame *frames = (HAnimKeyFrame*)this->keyframes; + for(int32 i = 0; i < this->numFrames; i++){ + frames[i].q = conj(frames[i].q); + stream->write32(&frames[i].q, 4*4); + frames[i].q = conj(frames[i].q); + stream->write32(&frames[i].t, 3*4); + stream->writeF32(frames[i].time); + stream->writeI32((frames[i].prev - frames)*0x24); + } + return true; +} + +uint32 +Animation::streamGetSize(void) +{ + uint32 size = 4 + 4 + 4 + 4 + 4; + size += this->interpInfo->streamGetSize(this); + return size; +} + +// +// AnimInterpolator +// + +AnimInterpolator* +AnimInterpolator::create(int32 numNodes, int32 maxFrameSize) +{ + AnimInterpolator *interp; + int32 sz; + int32 realsz = maxFrameSize; + + // Add some space for pointers and padding, hopefully this will be + // enough. Don't change maxFrameSize not to mess up streaming. + if(sizeof(void*) > 4) + realsz += 16; + sz = sizeof(AnimInterpolator) + numNodes*realsz; + interp = (AnimInterpolator*)rwMalloc(sz, MEMDUR_EVENT | ID_ANIMANIMATION); + if(interp == nil){ + RWERROR((ERR_ALLOC, sz)); + return nil; + } + interp->currentAnim = nil; + interp->currentTime = 0.0f; + interp->nextFrame = nil; + interp->maxInterpKeyFrameSize = maxFrameSize; + interp->currentInterpKeyFrameSize = maxFrameSize; + interp->currentAnimKeyFrameSize = -1; + interp->numNodes = numNodes;; + + return interp; +} + +void +AnimInterpolator::destroy(void) +{ + rwFree(this); +} + +bool32 +AnimInterpolator::setCurrentAnim(Animation *anim) +{ + int32 i; + AnimInterpolatorInfo *interpInfo = anim->interpInfo; + this->currentAnim = anim; + this->currentTime = 0.0f; + int32 maxkf = this->maxInterpKeyFrameSize; + if(sizeof(void*) > 4) // see above in create() + maxkf += 16; + if(interpInfo->interpKeyFrameSize > maxkf){ + RWERROR((ERR_GENERAL, "interpolation frame too big")); + return 0; + } + this->currentInterpKeyFrameSize = interpInfo->interpKeyFrameSize; + this->currentAnimKeyFrameSize = interpInfo->animKeyFrameSize; + this->applyCB = interpInfo->applyCB; + this->blendCB = interpInfo->blendCB; + this->interpCB = interpInfo->interpCB; + this->addCB = interpInfo->addCB; + for(i = 0; i < numNodes; i++){ + InterpFrameHeader *intf; + KeyFrameHeader *kf1, *kf2; + intf = this->getInterpFrame(i); + kf1 = this->getAnimFrame(i); + kf2 = this->getAnimFrame(i+numNodes); + intf->keyFrame1 = kf1; + intf->keyFrame2 = kf2; + // TODO: perhaps just implement all interpolator infos? + if(this->interpCB) + this->interpCB(intf, kf1, kf2, 0.0f, anim->customData); + } + this->nextFrame = this->getAnimFrame(numNodes*2); + return 1; +} + +void +AnimInterpolator::addTime(float32 t) +{ + int32 i; + if(t <= 0.0f) + return; + this->currentTime += t; + // reset animation + if(this->currentTime > this->currentAnim->duration){ + this->setCurrentAnim(this->currentAnim); + return; + } + KeyFrameHeader *last = this->getAnimFrame(this->currentAnim->numFrames); + KeyFrameHeader *next = (KeyFrameHeader*)this->nextFrame; + InterpFrameHeader *ifrm = nil; + while(next < last && next->prev->time <= this->currentTime){ + // find next interpolation frame to expire + for(i = 0; i < this->numNodes; i++){ + ifrm = this->getInterpFrame(i); + if(ifrm->keyFrame2 == next->prev) + break; + } + // advance interpolation frame + ifrm->keyFrame1 = ifrm->keyFrame2; + ifrm->keyFrame2 = next; + // ... and next frame + next = (KeyFrameHeader*)((uint8*)this->nextFrame + + currentAnimKeyFrameSize); + this->nextFrame = next; + } + for(i = 0; i < this->numNodes; i++){ + ifrm = this->getInterpFrame(i); + this->interpCB(ifrm, ifrm->keyFrame1, ifrm->keyFrame2, + this->currentTime, + this->currentAnim->customData); + } +} + +} diff --git a/src/base.cpp b/src/base.cpp new file mode 100644 index 0000000..3c3ca08 --- /dev/null +++ b/src/base.cpp @@ -0,0 +1,1123 @@ +#include +#include +#include +#include +#include +#include + +#define PSEP_C '/' +#define PSEP_S "/" +#ifdef __unix__ +#include +#include +#endif + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +namespace rw { + +#define PLUGIN_ID 0 + +int32 version = 0x36003; +int32 build = 0xFFFF; +#ifdef RW_PS2 + int32 platform = PLATFORM_PS2; +#elif RW_WDGL + int32 platform = PLATFORM_WDGL; +#elif RW_GL3 + int32 platform = PLATFORM_GL3; +#elif RW_D3D9 + int32 platform = PLATFORM_D3D9; +#else + int32 platform = PLATFORM_NULL; +#endif +bool32 streamAppendFrames = 0; +char *debugFile = nil; + +static Matrix identMat = { + { 1.0f, 0.0f, 0.0f }, Matrix::IDENTITY|Matrix::TYPEORTHONORMAL, + { 0.0f, 1.0f, 0.0f }, 0, + { 0.0f, 0.0f, 1.0f }, 0, + { 0.0f, 0.0f, 0.0f }, 0 +}; + +// lazy implementation +int +strcmp_ci(const char *s1, const char *s2) +{ + char c1, c2; + for(;;){ + c1 = tolower(*s1); + c2 = tolower(*s2); + if(c1 != c2) + return c1 - c2; + if(c1 == '\0') + return 0; + s1++; + s2++; + } +} + +int +strncmp_ci(const char *s1, const char *s2, int n) +{ + char c1, c2; + while(n--){ + c1 = tolower(*s1); + c2 = tolower(*s2); + if(c1 != c2) + return c1 - c2; + if(c1 == '\0') + return 0; + s1++; + s2++; + } + return 0; +} + +Quat +mult(const Quat &q, const Quat &p) +{ + return makeQuat(q.w*p.w - q.x*p.x - q.y*p.y - q.z*p.z, + q.w*p.x + q.x*p.w + q.y*p.z - q.z*p.y, + q.w*p.y + q.y*p.w + q.z*p.x - q.x*p.z, + q.w*p.z + q.z*p.w + q.x*p.y - q.y*p.x); +} + + +Quat* +Quat::rotate(const V3d *axis, float32 angle, CombineOp op) +{ + Quat rot = rotation(angle, *axis); + switch(op){ + case COMBINEREPLACE: + *this = rot; + break; + case COMBINEPRECONCAT: + *this = mult(*this, rot); + break; + case COMBINEPOSTCONCAT: + *this = mult(rot, *this); + break; + } + return this; +} + +Quat +lerp(const Quat &q, const Quat &p, float32 r) +{ + float32 c; + Quat q1 = q; + c = dot(q1, p); + if(c < 0.0f){ + c = -c; + q1 = negate(q1); + } + return makeQuat(q1.w + r*(p.w - q1.w), + q1.x + r*(p.x - q1.x), + q1.y + r*(p.y - q1.y), + q1.z + r*(p.z - q1.z)); +}; + +Quat +slerp(const Quat &q, const Quat &p, float32 a) +{ + float32 c; + Quat q1 = q; + c = dot(q1, p); + if(c < 0.0f){ + c = -c; + q1 = negate(q1); + } + float32 phi = acosf(c); + if(phi > 0.00001f){ + float32 s = sinf(phi); + return add(scale(q1, sinf((1.0f-a)*phi)/s), + scale(p, sinf(a*phi)/s)); + } + return q1; +} + +// +// V3d +// + +V3d +cross(const V3d &a, const V3d &b) +{ + return makeV3d(a.y*b.z - a.z*b.y, + a.z*b.x - a.x*b.z, + a.x*b.y - a.y*b.x); +} + +void +V3d::transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m) +{ + int32 i; + V3d tmp; + for(i = 0; i < n; i++){ + tmp.x = in[i].x*m->right.x + in[i].y*m->up.x + in[i].z*m->at.x + m->pos.x; + tmp.y = in[i].x*m->right.y + in[i].y*m->up.y + in[i].z*m->at.y + m->pos.y; + tmp.z = in[i].x*m->right.z + in[i].y*m->up.z + in[i].z*m->at.z + m->pos.z; + out[i] = tmp; + } +} + +void +V3d::transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m) +{ + int32 i; + V3d tmp; + for(i = 0; i < n; i++){ + tmp.x = in[i].x*m->right.x + in[i].y*m->up.x + in[i].z*m->at.x; + tmp.y = in[i].x*m->right.y + in[i].y*m->up.y + in[i].z*m->at.y; + tmp.z = in[i].x*m->right.z + in[i].y*m->up.z + in[i].z*m->at.z; + out[i] = tmp; + } +} + +// +// RawMatrix +// + +void +RawMatrix::mult(RawMatrix *dst, RawMatrix *src1, RawMatrix *src2) +{ + dst->right.x = src1->right.x*src2->right.x + src1->right.y*src2->up.x + src1->right.z*src2->at.x + src1->rightw*src2->pos.x; + dst->right.y = src1->right.x*src2->right.y + src1->right.y*src2->up.y + src1->right.z*src2->at.y + src1->rightw*src2->pos.y; + dst->right.z = src1->right.x*src2->right.z + src1->right.y*src2->up.z + src1->right.z*src2->at.z + src1->rightw*src2->pos.z; + dst->rightw = src1->right.x*src2->rightw + src1->right.y*src2->upw + src1->right.z*src2->atw + src1->rightw*src2->posw; + dst->up.x = src1->up.x*src2->right.x + src1->up.y*src2->up.x + src1->up.z*src2->at.x + src1->upw*src2->pos.x; + dst->up.y = src1->up.x*src2->right.y + src1->up.y*src2->up.y + src1->up.z*src2->at.y + src1->upw*src2->pos.y; + dst->up.z = src1->up.x*src2->right.z + src1->up.y*src2->up.z + src1->up.z*src2->at.z + src1->upw*src2->pos.z; + dst->upw = src1->up.x*src2->rightw + src1->up.y*src2->upw + src1->up.z*src2->atw + src1->upw*src2->posw; + dst->at.x = src1->at.x*src2->right.x + src1->at.y*src2->up.x + src1->at.z*src2->at.x + src1->atw*src2->pos.x; + dst->at.y = src1->at.x*src2->right.y + src1->at.y*src2->up.y + src1->at.z*src2->at.y + src1->atw*src2->pos.y; + dst->at.z = src1->at.x*src2->right.z + src1->at.y*src2->up.z + src1->at.z*src2->at.z + src1->atw*src2->pos.z; + dst->atw = src1->at.x*src2->rightw + src1->at.y*src2->upw + src1->at.z*src2->atw + src1->atw*src2->posw; + dst->pos.x = src1->pos.x*src2->right.x + src1->pos.y*src2->up.x + src1->pos.z*src2->at.x + src1->posw*src2->pos.x; + dst->pos.y = src1->pos.x*src2->right.y + src1->pos.y*src2->up.y + src1->pos.z*src2->at.y + src1->posw*src2->pos.y; + dst->pos.z = src1->pos.x*src2->right.z + src1->pos.y*src2->up.z + src1->pos.z*src2->at.z + src1->posw*src2->pos.z; + dst->posw = src1->pos.x*src2->rightw + src1->pos.y*src2->upw + src1->pos.z*src2->atw + src1->posw*src2->posw; +} + +void +RawMatrix::transpose(RawMatrix *dst, RawMatrix *src) +{ + dst->right.x = src->right.x; + dst->up.x = src->right.y; + dst->at.x = src->right.z; + dst->pos.x = src->rightw; + dst->right.y = src->up.x; + dst->up.y = src->up.y; + dst->at.y = src->up.z; + dst->pos.y = src->upw; + dst->right.z = src->at.x; + dst->up.z = src->at.y; + dst->at.z = src->at.z; + dst->pos.z = src->atw; + dst->rightw = src->pos.x; + dst->upw = src->pos.y; + dst->atw = src->pos.z; + dst->posw = src->posw; +} + +void +RawMatrix::setIdentity(RawMatrix *dst) +{ + static RawMatrix identity = { + { 1.0f, 0.0f, 0.0f }, 0.0f, + { 0.0f, 1.0f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.0f, 0.0f, 0.0f }, 1.0f + }; + *dst = identity; +} + +// +// Matrix +// + +static Matrix::Tolerance matrixDefaultTolerance = { 0.01f, 0.01f, 0.01f }; + +Matrix* +Matrix::create(void) +{ + Matrix *m = (Matrix*)rwMalloc(sizeof(Matrix), MEMDUR_EVENT | ID_MATRIX); + m->setIdentity(); + return m; +} + +void +Matrix::destroy(void) +{ + rwFree(this); +} + +void +Matrix::setIdentity(void) +{ + *this = identMat; +} + +void +Matrix::optimize(Tolerance *tolerance) +{ + bool32 isnormal, isorthogonal, isidentity; + if(tolerance == nil) + tolerance = &matrixDefaultTolerance; + isnormal = normalError() <= tolerance->normal; + isorthogonal = orthogonalError() <= tolerance->orthogonal; + isidentity = isnormal && isorthogonal && identityError() <= tolerance->identity; + if(isnormal) + flags |= TYPENORMAL; + else + flags &= ~TYPENORMAL; + if(isorthogonal) + flags |= TYPEORTHOGONAL; + else + flags &= ~TYPEORTHOGONAL; + if(isidentity) + flags |= IDENTITY; + else + flags &= ~IDENTITY; +} + +Matrix* +Matrix::mult(Matrix *dst, const Matrix *src1, const Matrix *src2) +{ + if(src1->flags & IDENTITY) + *dst = *src2; + else if(src2->flags & IDENTITY) + *dst = *src1; + else{ + mult_(dst, src1, src2); + dst->flags = src1->flags & src2->flags; + } + return dst; +} + +Matrix* +Matrix::invert(Matrix *dst, const Matrix *src) +{ + if(src->flags & IDENTITY) + *dst = *src; + else if((src->flags & TYPEMASK) == TYPEORTHONORMAL) + invertOrthonormal(dst, src); + else + return invertGeneral(dst, src); + return dst; +} + +// transpose the 3x3 submatrix, pos is set to 0 +Matrix* +Matrix::transpose(Matrix *dst, const Matrix *src) +{ + if(src->flags & IDENTITY) + *dst = *src; + dst->right.x = src->right.x; + dst->up.x = src->right.y; + dst->at.x = src->right.z; + dst->right.y = src->up.x; + dst->up.y = src->up.y; + dst->at.y = src->up.z; + dst->right.z = src->at.x; + dst->up.z = src->at.y; + dst->at.z = src->at.z; + dst->pos.x = 0.0; + dst->pos.y = 0.0; + dst->pos.z = 0.0; + return dst; +} + +Matrix* +Matrix::rotate(const V3d *axis, float32 angle, CombineOp op) +{ + Matrix tmp, rot; + makeRotation(&rot, axis, angle); + switch(op){ + case COMBINEREPLACE: + *this = rot; + break; + case COMBINEPRECONCAT: + mult(&tmp, &rot, this); + *this = tmp; + break; + case COMBINEPOSTCONCAT: + mult(&tmp, this, &rot); + *this = tmp; + break; + } + return this; +} + +Matrix* +Matrix::rotate(const Quat &q, CombineOp op) +{ + Matrix tmp, rot; + makeRotation(&rot, q); + switch(op){ + case COMBINEREPLACE: + *this = rot; + break; + case COMBINEPRECONCAT: + mult(&tmp, &rot, this); + *this = tmp; + break; + case COMBINEPOSTCONCAT: + mult(&tmp, this, &rot); + *this = tmp; + break; + } + return this; +} +Matrix* +Matrix::translate(const V3d *translation, CombineOp op) +{ + Matrix tmp; + Matrix trans = identMat; + trans.pos = *translation; + trans.flags &= ~IDENTITY; + switch(op){ + case COMBINEREPLACE: + *this = trans; + break; + case COMBINEPRECONCAT: + mult(&tmp, &trans, this); + *this = tmp; + break; + case COMBINEPOSTCONCAT: + mult(&tmp, this, &trans); + *this = tmp; + break; + } + return this; +} + +Matrix* +Matrix::scale(const V3d *scale, CombineOp op) +{ + Matrix tmp; + Matrix scl = identMat; + scl.right.x = scale->x; + scl.up.y = scale->y; + scl.at.z = scale->z; + scl.flags &= ~IDENTITY; + switch(op){ + case COMBINEREPLACE: + *this = scl; + break; + case COMBINEPRECONCAT: + mult(&tmp, &scl, this); + *this = tmp; + break; + case COMBINEPOSTCONCAT: + mult(&tmp, this, &scl); + *this = tmp; + break; + } + return this; +} + +Matrix* +Matrix::transform(const Matrix *mat, CombineOp op) +{ + Matrix tmp; + switch(op){ + case COMBINEREPLACE: + *this = *mat; + break; + case COMBINEPRECONCAT: + mult(&tmp, mat, this); + *this = tmp; + break; + case COMBINEPOSTCONCAT: + mult(&tmp, this, mat); + *this = tmp; + break; + } + return this; +} + +Quat +Matrix::getRotation(void) +{ + Quat q = { 0.0f, 0.0f, 0.0f, 1.0f }; + float32 tr = right.x + up.y + at.z; + float s; + if(tr > 0.0f){ + s = sqrtf(1.0f + tr) * 2.0f; + q.w = s / 4.0f; + q.x = (up.z - at.y) / s; + q.y = (at.x - right.z) / s; + q.z = (right.y - up.x) / s; + }else if(right.x > up.y && right.x > at.z){ + s = sqrtf(1.0f + right.x - up.y - at.z) * 2.0f; + q.w = (up.z - at.y) / s; + q.x = s / 4.0f; + q.y = (up.x + right.y) / s; + q.z = (at.x + right.z) / s; + }else if(up.y > at.z){ + s = sqrtf(1.0f + up.y - right.x - at.z) * 2.0f; + q.w = (at.x - right.z) / s; + q.x = (up.x + right.y) / s; + q.y = s / 4.0f; + q.z = (at.y + up.z) / s; + }else{ + s = sqrtf(1.0f + at.z - right.x - up.y) * 2.0f; + q.w = (right.y - up.x) / s; + q.x = (at.x + right.z) / s; + q.y = (at.y + up.z) / s; + q.z = s / 4.0f; + } + return q; +} + +void +Matrix::lookAt(const V3d &dir, const V3d &up) +{ + // this->right is really pointing left + this->at = normalize(dir); + this->right = normalize(cross(up, this->at)); + this->up = cross(this->at, this->right); + this->flags = TYPEORTHONORMAL; +} + +/* For a row-major representation, this calculates src1 * src2. + * For column-major src2 * src1. + * i.e. a vector is first xformed by src1, then by src2 + */ +void +Matrix::mult_(Matrix *dst, const Matrix *src1, const Matrix *src2) +{ + dst->right.x = src1->right.x*src2->right.x + src1->right.y*src2->up.x + src1->right.z*src2->at.x; + dst->right.y = src1->right.x*src2->right.y + src1->right.y*src2->up.y + src1->right.z*src2->at.y; + dst->right.z = src1->right.x*src2->right.z + src1->right.y*src2->up.z + src1->right.z*src2->at.z; + dst->up.x = src1->up.x*src2->right.x + src1->up.y*src2->up.x + src1->up.z*src2->at.x; + dst->up.y = src1->up.x*src2->right.y + src1->up.y*src2->up.y + src1->up.z*src2->at.y; + dst->up.z = src1->up.x*src2->right.z + src1->up.y*src2->up.z + src1->up.z*src2->at.z; + dst->at.x = src1->at.x*src2->right.x + src1->at.y*src2->up.x + src1->at.z*src2->at.x; + dst->at.y = src1->at.x*src2->right.y + src1->at.y*src2->up.y + src1->at.z*src2->at.y; + dst->at.z = src1->at.x*src2->right.z + src1->at.y*src2->up.z + src1->at.z*src2->at.z; + dst->pos.x = src1->pos.x*src2->right.x + src1->pos.y*src2->up.x + src1->pos.z*src2->at.x + src2->pos.x; + dst->pos.y = src1->pos.x*src2->right.y + src1->pos.y*src2->up.y + src1->pos.z*src2->at.y + src2->pos.y; + dst->pos.z = src1->pos.x*src2->right.z + src1->pos.y*src2->up.z + src1->pos.z*src2->at.z + src2->pos.z; +} + +void +Matrix::invertOrthonormal(Matrix *dst, const Matrix *src) +{ + dst->right.x = src->right.x; + dst->right.y = src->up.x; + dst->right.z = src->at.x; + dst->up.x = src->right.y; + dst->up.y = src->up.y; + dst->up.z = src->at.y; + dst->at.x = src->right.z; + dst->at.y = src->up.z; + dst->at.z = src->at.z; + dst->pos.x = -(src->pos.x*src->right.x + + src->pos.y*src->right.y + + src->pos.z*src->right.z); + dst->pos.y = -(src->pos.x*src->up.x + + src->pos.y*src->up.y + + src->pos.z*src->up.z); + dst->pos.z = -(src->pos.x*src->at.x + + src->pos.y*src->at.y + + src->pos.z*src->at.z); + dst->flags = TYPEORTHONORMAL; +} + +Matrix* +Matrix::invertGeneral(Matrix *dst, const Matrix *src) +{ + float32 det, invdet; + // calculate a few cofactors + dst->right.x = src->up.y*src->at.z - src->up.z*src->at.y; + dst->right.y = src->at.y*src->right.z - src->at.z*src->right.y; + dst->right.z = src->right.y*src->up.z - src->right.z*src->up.y; + // get the determinant from that + det = src->up.x * dst->right.y + src->at.x * dst->right.z + dst->right.x * src->right.x; + invdet = 1.0; + if(det != 0.0f) + invdet = 1.0f/det; + dst->right.x *= invdet; + dst->right.y *= invdet; + dst->right.z *= invdet; + dst->up.x = invdet * (src->up.z*src->at.x - src->up.x*src->at.z); + dst->up.y = invdet * (src->at.z*src->right.x - src->at.x*src->right.z); + dst->up.z = invdet * (src->right.z*src->up.x - src->right.x*src->up.z); + dst->at.x = invdet * (src->up.x*src->at.y - src->up.y*src->at.x); + dst->at.y = invdet * (src->at.x*src->right.y - src->at.y*src->right.x); + dst->at.z = invdet * (src->right.x*src->up.y - src->right.y*src->up.x); + dst->pos.x = -(src->pos.x*dst->right.x + src->pos.y*dst->up.x + src->pos.z*dst->at.x); + dst->pos.y = -(src->pos.x*dst->right.y + src->pos.y*dst->up.y + src->pos.z*dst->at.y); + dst->pos.z = -(src->pos.x*dst->right.z + src->pos.y*dst->up.z + src->pos.z*dst->at.z); + dst->flags &= ~IDENTITY; + return dst; +} + +void +Matrix::makeRotation(Matrix *dst, const V3d *axis, float32 angle) +{ +// V3d v = normalize(*axis); + float32 len = dot(*axis, *axis); + if(len != 0.0f) len = 1.0f/sqrtf(len); + V3d v = rw::scale(*axis, len); + angle = angle*(float)M_PI/180.0f; + float32 s = sinf(angle); + float32 c = cosf(angle); + float32 t = 1.0f - c; + + dst->right.x = c + v.x*v.x*t; + dst->right.y = v.x*v.y*t + v.z*s; + dst->right.z = v.z*v.x*t - v.y*s; + dst->up.x = v.x*v.y*t - v.z*s; + dst->up.y = c + v.y*v.y*t; + dst->up.z = v.y*v.z*t + v.x*s; + dst->at.x = v.z*v.x*t + v.y*s; + dst->at.y = v.y*v.z*t - v.x*s; + dst->at.z = c + v.z*v.z*t; + dst->pos.x = 0.0; + dst->pos.y = 0.0; + dst->pos.z = 0.0; + dst->flags = TYPEORTHONORMAL; + dst->pad1 = dst->pad2 = dst->pad3 = 0; +} + +/* q must be normalized */ +void +Matrix::makeRotation(Matrix *dst, const Quat &q) +{ + float xx = q.x*q.x; + float yy = q.y*q.y; + float zz = q.z*q.z; + float yz = q.y*q.z; + float zx = q.z*q.x; + float xy = q.x*q.y; + float wx = q.w*q.x; + float wy = q.w*q.y; + float wz = q.w*q.z; + + dst->right.x = 1.0f - 2.0f*(yy + zz); + dst->right.y = 2.0f*(xy + wz); + dst->right.z = 2.0f*(zx - wy); + dst->up.x = 2.0f*(xy - wz); + dst->up.y = 1.0f - 2.0f*(xx + zz); + dst->up.z = 2.0f*(yz + wx); + dst->at.x = 2.0f*(zx + wy); + dst->at.y = 2.0f*(yz - wx); + dst->at.z = 1.0f - 2.0f*(xx + yy); + dst->pos.x = 0.0; + dst->pos.y = 0.0; + dst->pos.z = 0.0; + dst->flags = TYPEORTHONORMAL; + dst->pad1 = dst->pad2 = dst->pad3 = 0; +} + +float32 +Matrix::normalError(void) +{ + float32 x, y, z; + x = dot(right, right) - 1.0f; + y = dot(up, up) - 1.0f; + z = dot(at, at) - 1.0f; + return x*x + y*y + z*z; +} + +float32 +Matrix::orthogonalError(void) +{ + float32 x, y, z; + x = dot(at, up); + y = dot(at, right); + z = dot(up, right); + return x*x + y*y + z*z; +} + +float32 +Matrix::identityError(void) +{ + V3d r = { right.x-1.0f, right.y, right.z }; + V3d u = { up.x, up.y-1.0f, up.z }; + V3d a = { at.x, at.y, at.z-1.0f }; + return dot(r,r) + dot(u,u) + dot(a,a) + dot(pos,pos); +} + +void +correctPathCase(char *filename) +{ +#ifdef __unix__ + DIR *direct; + struct dirent *dirent; + + char *dir, *arg; + char copy[1024], sofar[1024] = "."; + strncpy(copy, filename, 1024); + arg = copy; + // hack for absolute paths + if(filename[0] == '/'){ + sofar[0] = '/'; + sofar[1] = '/'; + sofar[2] = '\0'; + arg++; + } + while((dir = strtok(arg, PSEP_S))){ + arg = nil; + if(direct = opendir(sofar), dir == nil) + return; + while(dirent = readdir(direct), dirent != nil) + if(strncmp_ci(dirent->d_name, dir, 1024) == 0){ + strncat(sofar, PSEP_S, 1024); + strncat(sofar, dirent->d_name, 1024); + break; + } + closedir(direct); + if(dirent == nil) + return; + } + strcpy(filename, sofar+2); +#endif +} + +void +makePath(char *filename) +{ + size_t len = strlen(filename); + for(size_t i = 0; i < len; i++) + if(filename[i] == '/' || filename[i] == '\\') + filename[i] = PSEP_C; +#ifdef __unix__ + correctPathCase(filename); +#endif +} + +void +memNative32_func(void *data, uint32 size) +{ + uint8 *bytes = (uint8*)data; + uint32 *words = (uint32*)data; + size >>= 2; + while(size--){ + *words++ = (uint32)bytes[0] | (uint32)bytes[1]<<8 | + (uint32)bytes[2]<<16 | (uint32)bytes[3]<<24; + bytes += 4; + } +} + +void +memNative16_func(void *data, uint32 size) +{ + uint8 *bytes = (uint8*)data; + uint16 *words = (uint16*)data; + size >>= 1; + while(size--){ + *words++ = (uint16)bytes[0] | (uint16)bytes[1]<<8; + bytes += 2; + } +} + +void +memLittle32_func(void *data, uint32 size) +{ + uint32 w; + uint8 *bytes = (uint8*)data; + uint32 *words = (uint32*)data; + size >>= 2; + while(size--){ + w = *words++; + *bytes++ = w; + *bytes++ = w >> 8; + *bytes++ = w >> 16; + *bytes++ = w >> 24; + } +} + +void +memLittle16_func(void *data, uint32 size) +{ + uint16 w; + uint8 *bytes = (uint8*)data; + uint16 *words = (uint16*)data; + size >>= 1; + while(size--){ + w = *words++; + *bytes++ = (uint8)w; + *bytes++ = w >> 8; + } +} + +uint32 +Stream::write32(const void *data, uint32 length) +{ +#ifdef BIGENDIAN + uint8 *src = (uint8*)data; + uint32 buf[256]; + int32 n, len; + for(len = length >>= 2; len > 0; len -= 256){ + n = len < 256 ? len : 256; + memcpy(buf, src, n*4); + memLittle32(buf, n*4); + write8(buf, n*4); + src += n*4; + } + return length; +#else + return write8(data, length); +#endif +} + +uint32 +Stream::write16(const void *data, uint32 length) +{ +#ifdef BIGENDIAN + uint8 *src = (uint8*)data; + uint16 buf[256]; + int32 n, len; + for(len = length >>= 1; len > 0; len -= 256){ + n = len < 256 ? len : 256; + memcpy(buf, src, n*2); + memLittle16(buf, n*2); + write8(buf, n*2); + src += n*2; + } + return length; +#else + return write8(data, length); +#endif +} + +uint32 +Stream::read32(void *data, uint32 length) +{ + uint32 ret; + ret = read8(data, length); + memNative32(data, length); + return ret; +} + +uint32 +Stream::read16(void *data, uint32 length) +{ + uint32 ret; + ret = read8(data, length); + memNative16(data, length); + return ret; +} + +int32 +Stream::writeI8(int8 val) +{ + return write8(&val, sizeof(int8)); +} + +int32 +Stream::writeU8(uint8 val) +{ + return write8(&val, sizeof(uint8)); +} + +int32 +Stream::writeI16(int16 val) +{ + return write16(&val, sizeof(int16)); +} + +int32 +Stream::writeU16(uint16 val) +{ + return write16(&val, sizeof(uint16)); +} + +int32 +Stream::writeI32(int32 val) +{ + return write32(&val, sizeof(int32)); +} + +int32 +Stream::writeU32(uint32 val) +{ + return write32(&val, sizeof(uint32)); +} + +int32 +Stream::writeF32(float32 val) +{ + return write32(&val, sizeof(float32)); +} + +int8 +Stream::readI8(void) +{ + int8 tmp; + read8(&tmp, sizeof(int8)); + return tmp; +} + +uint8 +Stream::readU8(void) +{ + uint8 tmp; + read8(&tmp, sizeof(uint8)); + return tmp; +} + +int16 +Stream::readI16(void) +{ + int16 tmp; + read16(&tmp, sizeof(int16)); + return tmp; +} + +uint16 +Stream::readU16(void) +{ + uint16 tmp; + read16(&tmp, sizeof(uint16)); + return tmp; +} + +int32 +Stream::readI32(void) +{ + int32 tmp; + read32(&tmp, sizeof(int32)); + return tmp; +} + +uint32 +Stream::readU32(void) +{ + uint32 tmp; + read32(&tmp, sizeof(uint32)); + return tmp; +} + +float32 +Stream::readF32(void) +{ + float32 tmp; + read32(&tmp, sizeof(float32)); + return tmp; +} + + + +void +StreamMemory::close(void) +{ +} + +uint32 +StreamMemory::write8(const void *data, uint32 len) +{ + if(this->eof()) + return 0; + uint32 l = len; + if(this->position+l > this->length){ + if(this->position+l > this->capacity) + l = this->capacity-this->position; + this->length = this->position+l; + } + memcpy(&this->data[this->position], data, l); + this->position += l; + if(len != l) + this->position = S_EOF; + return l; +} + +uint32 +StreamMemory::read8(void *data, uint32 len) +{ + if(this->eof()) + return 0; + uint32 l = len; + if(this->position+l > this->length) + l = this->length-this->position; + memcpy(data, &this->data[this->position], l); + this->position += l; + if(len != l) + this->position = S_EOF; + return l; +} + +void +StreamMemory::seek(int32 offset, int32 whence) +{ + if(whence == 0) + this->position = offset; + else if(whence == 1) + this->position += offset; + else + this->position = this->length-offset; + if(this->position > this->length){ + // TODO: ideally this would depend on the mode + if(this->position > this->capacity) + this->position = S_EOF; + else + this->length = this->position; + } +} + +uint32 +StreamMemory::tell(void) +{ + return this->position; +} + +bool +StreamMemory::eof(void) +{ + return this->position == S_EOF; +} + +StreamMemory* +StreamMemory::open(uint8 *data, uint32 length, uint32 capacity) +{ + this->data = data; + this->capacity = capacity; + this->length = length; + if(this->capacity < this->length) + this->capacity = this->length; + this->position = 0; + return this; +} + +uint32 +StreamMemory::getLength(void) +{ + return this->length; +} + + +StreamFile* +StreamFile::open(const char *path, const char *mode) +{ + assert(this->file == nil); + this->file = engine->filefuncs.rwfopen(path, mode); + if(this->file == nil){ + RWERROR((ERR_FILE, path)); + return nil; + } + return this; +} + +void +StreamFile::close(void) +{ + assert(this->file); + engine->filefuncs.rwfclose(this->file); + this->file = nil; +} + +uint32 +StreamFile::write8(const void *data, uint32 length) +{ + return (uint32)engine->filefuncs.rwfwrite(data, 1, length, this->file); +} + +uint32 +StreamFile::read8(void *data, uint32 length) +{ + return (uint32)engine->filefuncs.rwfread(data, 1, length, this->file); +} + +void +StreamFile::seek(int32 offset, int32 whence) +{ + engine->filefuncs.rwfseek(this->file, offset, whence); +} + +uint32 +StreamFile::tell(void) +{ + return engine->filefuncs.rwftell(this->file); +} + +bool +StreamFile::eof(void) +{ + return engine->filefuncs.rwfeof(this->file) != 0; +} + +bool +writeChunkHeader(Stream *s, int32 type, int32 size) +{ + struct { + int32 type, size; + uint32 id; + } buf = { type, size, libraryIDPack(version, build) }; + s->write32(&buf, 12); + return true; +} + +bool +readChunkHeaderInfo(Stream *s, ChunkHeaderInfo *header) +{ + struct { + int32 type, size; + uint32 id; + } buf; + s->read32(&buf, 12); + if(s->eof()) + return false; + assert(header != nil); + header->type = buf.type; + header->length = buf.size; + header->version = libraryIDUnpackVersion(buf.id); + header->build = libraryIDUnpackBuild(buf.id); + return true; +} + +bool +findChunk(Stream *s, uint32 type, uint32 *length, uint32 *version) +{ + ChunkHeaderInfo header; + while(readChunkHeaderInfo(s, &header)){ + if(header.type == ID_NAOBJECT) + return false; + if(header.type == type){ + if(length) + *length = header.length; + if(version) + *version = header.version; + return true; + } + s->seek(header.length); + } + return false; +} + +int32 +findPointer(void *p, void **list, int32 num) +{ + int i; + for(i = 0; i < num; i++) + if(list[i] == p) + return i; + return -1; +} + +uint8* +getFileContents(const char *name, uint32 *len) +{ + void *cf = engine->filefuncs.rwfopen(name, "rb"); + if(cf == nil) + return nil; + engine->filefuncs.rwfseek(cf, 0, SEEK_END); + *len = engine->filefuncs.rwftell(cf); + engine->filefuncs.rwfseek(cf, 0, SEEK_SET); + uint8 *data = rwNewT(uint8, *len, MEMDUR_EVENT); + engine->filefuncs.rwfread(data, 1, *len, cf); + engine->filefuncs.rwfclose(cf); + return data; +} + +} diff --git a/src/base.err b/src/base.err new file mode 100644 index 0000000..2d413e8 --- /dev/null +++ b/src/base.err @@ -0,0 +1,24 @@ +ECODE(ERR_GENERAL, + "Error: %s"), +ECODE(ERR_ALLOC, + "Couldn't allocate 0x%X bytes"), +ECODE(ERR_FILE, + "Couldn't open file %s"), +ECODE(ERR_CHUNK, + "Couldn't find chunk %s"), +ECODE(ERR_VERSION, + "Unsupported version %X"), +ECODE(ERR_PLATFORM, + "Unsupported platform %d"), +ECODE(ERR_ENGINEINIT, + "Engine could not be initialized"), +ECODE(ERR_ENGINEOPEN, + "Engine could not be opened"), +ECODE(ERR_ENGINESTART, + "Engine could not be started"), +ECODE(ERR_INVRASTER, + "Invalid raster format"), +ECODE(ERR_NOTEXTURE, + "Could not create texture"), +ECODE(ERR_FORMAT_UNSUPPORTED, + "Unsupported raster format") diff --git a/src/bmp.cpp b/src/bmp.cpp new file mode 100644 index 0000000..f69e58d --- /dev/null +++ b/src/bmp.cpp @@ -0,0 +1,284 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID 0 + +namespace rw { + +// NB: this has padding and cannot be streamed directly! +struct BMPheader +{ + uint16 magic; + uint32 size; + uint16 reserved[2]; + uint32 offset; + + bool32 read(Stream *stream); + void write(Stream *stream); +}; + +// This one is aligned and can be streamed directly +struct DIBheader +{ + uint32 headerSize; + int32 width; + int32 height; + int16 numPlanes; + int16 depth; + uint32 compression; + uint32 imgSize; + int32 hres; + int32 vres; + int32 paletteLen; + int32 numImportant; + // end of 40 btyes + + uint32 rmask, gmask, bmask, amask; +}; + +bool32 +BMPheader::read(Stream *stream) +{ + magic = stream->readU16(); + size = stream->readU32(); + reserved[0] = stream->readU16(); + reserved[1] = stream->readU16(); + offset = stream->readU32(); + return magic == 0x4D42; +} + +void +BMPheader::write(Stream *stream) +{ + + stream->writeU16(magic); + stream->writeU32(size); + stream->writeU16(reserved[0]); + stream->writeU16(reserved[1]); + stream->writeU32(offset); +} + +Image* +readBMP(const char *filename) +{ + ASSERTLITTLE; + Image *image; + uint32 length; + uint8 *data; + StreamMemory file; + int i, x, y; + + bool32 noalpha; + int pad; + + data = getFileContents(filename, &length); + if(data == nil) + return nil; + file.open(data, length); + + /* read headers */ + BMPheader bmp; + DIBheader dib; + if(!bmp.read(&file)) + goto lose; + file.read8(&dib, sizeof(dib)); + file.seek(dib.headerSize-sizeof(dib)); // skip the part of the header we're ignoring + if(dib.headerSize <= 16){ + dib.compression = 0; + dib.paletteLen = 0; + } + + noalpha = true; + + // Recognize 32 bit formats + if(dib.compression == 3){ + if(dib.rmask != 0xFF0000 || + dib.gmask != 0x00FF00 || + dib.bmask != 0x0000FF) + goto lose; + dib.compression = 0; + if(dib.headerSize > 52 && dib.amask == 0xFF000000) + noalpha = false; + } + + if(dib.compression != 0) + goto lose; + + image = Image::create(dib.width, dib.height, dib.depth); + image->allocate(); + + + if(image->palette){ + int len = 1<palette; + for(i = 0; i < len; i++){ + color[i][2] = file.readU8(); // blue + color[i][1] = file.readU8(); // green + color[i][0] = file.readU8(); // red + color[i][3] = file.readU8(); // alpha + if(noalpha) + color[i][3] = 0xFF; + } + } + + file.seek(bmp.offset, 0); + + pad = image->width*image->bpp % 4; + + uint8 *px, *line; + line = image->pixels + (image->height-1)*image->stride; + for(y = 0; y < image->height; y++){ + px = line; + for(x = 0; x < image->width; x++){ + switch(image->depth){ + case 4: + i = file.readU8();; + px[x+0] = (i>>4)&0xF; + px[x+1] = i&0xF; + x++; + break; + + case 8: + px[x] = file.readU8(); + break; + + case 16: + // TODO: what format is this even? and what does Image expect? + px[x*2 + 0] = file.readU8(); + px[x*2 + 1] = file.readU8(); + break; + + case 24: + px[x*3 + 2] = file.readU8(); + px[x*3 + 1] = file.readU8(); + px[x*3 + 0] = file.readU8(); + break; + + case 32: + px[x*4 + 2] = file.readU8(); + px[x*4 + 1] = file.readU8(); + px[x*4 + 0] = file.readU8(); + px[x*4 + 3] = file.readU8(); + if(noalpha) + px[x*4 + 3] = 0xFF; + break; + + default: + goto lose; + } + } + + line -= image->stride; + file.seek(pad); + } + + + file.close(); + rwFree(data); + return image; + +lose: + file.close(); + rwFree(data); + return nil; +} + +/* can't write alpha */ +void +writeBMP(Image *image, const char *filename) +{ + ASSERTLITTLE; + uint8 *p; + StreamFile file; + if(!file.open(filename, "wb")){ + RWERROR((ERR_FILE, filename)); + return; + } + + int32 pallen = image->depth > 8 ? 0 : + image->depth == 4 ? 16 : 256; + int32 stride = image->width*image->depth/8; + int32 depth = image->depth == 32 ? 24 : image->depth; + stride = stride+3 & ~3; + + // File headers + BMPheader bmp; + bmp.magic = 0x4D42; // BM + bmp.size = 0x36 + 4*pallen + image->height*stride; + bmp.reserved[0] = 0; + bmp.reserved[1] = 0; + bmp.offset = 0x36 + 4*pallen; + bmp.write(&file); + + DIBheader dib; + dib.headerSize = 0x28; + dib.width = image->width; + dib.height = image->height; + dib.numPlanes = 1; + dib.depth = depth; + dib.compression = 0; + dib.imgSize = 0; + dib.hres = 2835; // 72dpi + dib.vres = 2835; // 72dpi + dib.paletteLen = 0; + dib.numImportant = 0; + file.write8(&dib, dib.headerSize); + + for(int i = 0; i < pallen; i++){ + file.writeU8(image->palette[i*4+2]); + file.writeU8(image->palette[i*4+1]); + file.writeU8(image->palette[i*4+0]); + file.writeU8(0xFF); + } + + uint8 *line = image->pixels + (image->height-1)*image->stride; + int32 n; + for(int y = 0; y < image->height; y++){ + p = line; + for(int x = 0; x < image->width; x++){ + switch(image->depth){ + case 4: + file.writeU8((p[0]&0xF)<<4 | (p[1]&0xF)); + p += 2; + x++; + break; + case 8: + file.writeU8(*p++); + break; + case 16: + file.writeU8(p[0]); + file.writeU8(p[1]); + p += 2; + break; + case 24: + file.writeU8(p[2]); + file.writeU8(p[1]); + file.writeU8(p[0]); + p += 3; + break; + case 32: + file.writeU8(p[2]); + file.writeU8(p[1]); + file.writeU8(p[0]); + p += 4; + } + } + n = (p-line) % 4; + while(n--) + file.writeU8(0); + line -= image->stride; + } + + file.close(); +} + +} diff --git a/src/camera.cpp b/src/camera.cpp new file mode 100644 index 0000000..4a87ed3 --- /dev/null +++ b/src/camera.cpp @@ -0,0 +1,524 @@ +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID ID_CAMERA + +namespace rw { + +int32 Camera::numAllocated; + +PluginList Camera::s_plglist(sizeof(Camera)); + +void +defaultBeginUpdateCB(Camera *cam) +{ + engine->currentCamera = cam; + Frame::syncDirty(); + engine->device.beginUpdate(cam); +} + +void +defaultEndUpdateCB(Camera *cam) +{ + engine->device.endUpdate(cam); +} + +static void +buildPlanes(Camera *cam) +{ + V3d *c = cam->frustumCorners; + FrustumPlane *p = cam->frustumPlanes; + V3d v51 = sub(c[1], c[5]); + V3d v73 = sub(c[3], c[7]); + + /* Far plane */ + p[0].plane.normal = cam->getFrame()->getLTM()->at; + p[0].plane.distance = dot(p[0].plane.normal, c[4]); + p[0].closestX = p[0].plane.normal.x < 0.0f ? 0 : 1; + p[0].closestY = p[0].plane.normal.y < 0.0f ? 0 : 1; + p[0].closestZ = p[0].plane.normal.z < 0.0f ? 0 : 1; + + /* Near plane */ + p[1].plane.normal = neg(p[0].plane.normal); + p[1].plane.distance = dot(p[1].plane.normal, c[0]); + p[1].closestX = p[1].plane.normal.x < 0.0f ? 0 : 1; + p[1].closestY = p[1].plane.normal.y < 0.0f ? 0 : 1; + p[1].closestZ = p[1].plane.normal.z < 0.0f ? 0 : 1; + + /* Right plane */ + p[2].plane.normal = normalize(cross(v51, + sub(c[6], c[5]))); + p[2].plane.distance = dot(p[2].plane.normal, c[1]); + p[2].closestX = p[2].plane.normal.x < 0.0f ? 0 : 1; + p[2].closestY = p[2].plane.normal.y < 0.0f ? 0 : 1; + p[2].closestZ = p[2].plane.normal.z < 0.0f ? 0 : 1; + + /* Top plane */ + p[3].plane.normal = normalize(cross(sub(c[4], c[5]), + v51)); + p[3].plane.distance = dot(p[3].plane.normal, c[1]); + p[3].closestX = p[3].plane.normal.x < 0.0f ? 0 : 1; + p[3].closestY = p[3].plane.normal.y < 0.0f ? 0 : 1; + p[3].closestZ = p[3].plane.normal.z < 0.0f ? 0 : 1; + + /* Left plane */ + p[4].plane.normal = normalize(cross(v73, + sub(c[4], c[7]))); + p[4].plane.distance = dot(p[4].plane.normal, c[3]); + p[4].closestX = p[4].plane.normal.x < 0.0f ? 0 : 1; + p[4].closestY = p[4].plane.normal.y < 0.0f ? 0 : 1; + p[4].closestZ = p[4].plane.normal.z < 0.0f ? 0 : 1; + + /* Bottom plane */ + p[5].plane.normal = normalize(cross(sub(c[6], c[7]), + v73)); + p[5].plane.distance = dot(p[5].plane.normal, c[3]); + p[5].closestX = p[5].plane.normal.x < 0.0f ? 0 : 1; + p[5].closestY = p[5].plane.normal.y < 0.0f ? 0 : 1; + p[5].closestZ = p[5].plane.normal.z < 0.0f ? 0 : 1; +} + +static void +buildClipPersp(Camera *cam) +{ + Matrix *ltm = cam->getFrame()->getLTM(); + + /* First we calculate the 4 points on the view window. */ + V3d up = scale(ltm->up, cam->viewWindow.y); + V3d left = scale(ltm->right, cam->viewWindow.x); + V3d *c = cam->frustumCorners; + c[0] = add(add(ltm->at, up), left); // top left + c[1] = sub(add(ltm->at, up), left); // top right + c[2] = sub(sub(ltm->at, up), left); // bottom right + c[3] = add(sub(ltm->at, up), left); // bottom left + + /* Now Calculate near and far corners. */ + V3d off = sub(scale(ltm->up, cam->viewOffset.y), + scale(ltm->right, cam->viewOffset.x)); + for(int32 i = 0; i < 4; i++){ + V3d corner = sub(cam->frustumCorners[i], off); + V3d pos = add(ltm->pos, off); + c[i] = add(scale(corner, cam->nearPlane), pos); + c[i+4] = add(scale(corner, cam->farPlane), pos); + } + + buildPlanes(cam); +} + +static void +buildClipParallel(Camera *cam) +{ + Matrix *ltm = cam->getFrame()->getLTM(); + float32 nearoffx = -(1.0f - cam->nearPlane)*cam->viewOffset.x; + float32 nearoffy = (1.0f - cam->nearPlane)*cam->viewOffset.y; + float32 faroffx = -(1.0f - cam->farPlane)*cam->viewOffset.x; + float32 faroffy = (1.0f - cam->farPlane)*cam->viewOffset.y; + + V3d *c = cam->frustumCorners; + c[0].x = nearoffx + cam->viewWindow.x; + c[0].y = nearoffy + cam->viewWindow.y; + c[0].z = cam->nearPlane; + + c[1].x = nearoffx - cam->viewWindow.x; + c[1].y = nearoffy + cam->viewWindow.y; + c[1].z = cam->nearPlane; + + c[2].x = nearoffx - cam->viewWindow.x; + c[2].y = nearoffy - cam->viewWindow.y; + c[2].z = cam->nearPlane; + + c[3].x = nearoffx + cam->viewWindow.x; + c[3].y = nearoffy - cam->viewWindow.y; + c[3].z = cam->nearPlane; + + c[4].x = faroffx + cam->viewWindow.x; + c[4].y = faroffy + cam->viewWindow.y; + c[4].z = cam->farPlane; + + c[5].x = faroffx - cam->viewWindow.x; + c[5].y = faroffy + cam->viewWindow.y; + c[5].z = cam->farPlane; + + c[6].x = faroffx - cam->viewWindow.x; + c[6].y = faroffy - cam->viewWindow.y; + c[6].z = cam->farPlane; + + c[7].x = faroffx + cam->viewWindow.x; + c[7].y = faroffy - cam->viewWindow.y; + c[7].z = cam->farPlane; + + V3d::transformPoints(c, c, 8, ltm); + + buildPlanes(cam); +} + +static void +cameraSync(ObjectWithFrame *obj) +{ + /* + * RW projection matrix looks like this: + * (cf. Camera View Matrix white paper) + * w = viewWindow width + * h = viewWindow height + * o = view offset + * + * perspective: + * 1/2w 0 ox/2w + 1/2 -ox/2w + * 0 -1/2h -oy/2h + 1/2 oy/2h + * 0 0 1 0 + * 0 0 1 0 + * + * parallel: + * 1/2w 0 ox/2w -ox/2w + 1/2 + * 0 -1/2h -oy/2h oy/2h + 1/2 + * 0 0 1 0 + * 0 0 0 1 + * + * The view matrix transforms from world to clip space, it is however + * not used for OpenGL or D3D since transformation to camera space + * and to clip space are handled by separate matrices there. + * On these platforms the two matrices are built in the platform's + * beginUpdate function. + * On the PS2 the z- and w-rows are the same and the + * 1/2 translation/shear is removed again on the VU1 by + * subtracting the w-row/2 from the x- and y-rows. + * + * perspective: + * 1/2w 0 ox/2w -ox/2w + * 0 -1/2h -oy/2h oy/2h + * 0 0 1 0 + * 0 0 1 0 + * + * parallel: + * 1/2w 0 ox/2w -ox/2w + * 0 -1/2h -oy/2h oy/2h + * 0 0 1 0 + * 0 0 0 1 + * + * RW builds this matrix directly without using explicit + * inversion and matrix multiplication. + */ + + Camera *cam = (Camera*)obj; + Matrix inv, proj; + Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM()); + + inv.right.x = -inv.right.x; + inv.up.x = -inv.up.x; + inv.at.x = -inv.at.x; + inv.pos.x = -inv.pos.x; + + float32 xscl = 1.0f/(2.0f*cam->viewWindow.x); + float32 yscl = 1.0f/(2.0f*cam->viewWindow.y); + + proj.flags = 0; + proj.right.x = xscl; + proj.right.y = 0.0f; + proj.right.z = 0.0f; + + proj.up.x = 0.0f; + proj.up.y = -yscl; + proj.up.z = 0.0f; + + if(cam->projection == Camera::PERSPECTIVE){ + proj.pos.x = -cam->viewOffset.x*xscl; + proj.pos.y = cam->viewOffset.y*yscl; + proj.pos.z = 0.0f; + + proj.at.x = -proj.pos.x + 0.5f; + proj.at.y = -proj.pos.y + 0.5f; + proj.at.z = 1.0f; + proj.optimize(); + Matrix::mult(&cam->viewMatrix, &inv, &proj); + buildClipPersp(cam); + }else{ + proj.at.x = cam->viewOffset.x*xscl; + proj.at.y = -cam->viewOffset.y*yscl; + proj.at.z = 1.0f; + + proj.pos.x = -proj.at.x + 0.5f; + proj.pos.y = -proj.at.y + 0.5f; + proj.pos.z = 0.0f; + proj.optimize(); + Matrix::mult(&cam->viewMatrix, &inv, &proj); + buildClipParallel(cam); + } + cam->frustumBoundBox.calculate(cam->frustumCorners, 8); +} + +void +worldBeginUpdateCB(Camera *cam) +{ + engine->currentWorld = cam->world; + cam->originalBeginUpdate(cam); +} + +void +worldEndUpdateCB(Camera *cam) +{ + cam->originalEndUpdate(cam); +} + +static void +worldCameraSync(ObjectWithFrame *obj) +{ + Camera *camera = (Camera*)obj; + camera->originalSync(obj); +} + +Camera* +Camera::create(void) +{ + Camera *cam = (Camera*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_CAMERA); + if(cam == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + cam->object.object.init(Camera::ID, 0); + cam->object.syncCB = cameraSync; + cam->beginUpdateCB = defaultBeginUpdateCB; + cam->endUpdateCB = defaultEndUpdateCB; + cam->viewWindow.set(1.0f, 1.0f); + cam->viewOffset.set(0.0f, 0.0f); + cam->nearPlane = 0.05f; + cam->farPlane = 10.0f; + cam->fogPlane = 5.0f; + cam->projection = Camera::PERSPECTIVE; + + cam->frameBuffer = nil; + cam->zBuffer = nil; + + // clump extension + cam->clump = nil; + cam->inClump.init(); + + // world extension + cam->world = nil; + cam->originalSync = cam->object.syncCB; + cam->originalBeginUpdate = cam->beginUpdateCB; + cam->originalEndUpdate = cam->endUpdateCB; + cam->object.syncCB = worldCameraSync; + cam->beginUpdateCB = worldBeginUpdateCB; + cam->endUpdateCB = worldEndUpdateCB; + + s_plglist.construct(cam); + return cam; +} + +Camera* +Camera::clone(void) +{ + Camera *cam = Camera::create(); + if(cam == nil) + return nil; + cam->object.object.copy(&this->object.object); + cam->setFrame(this->getFrame()); + cam->viewWindow = this->viewWindow; + cam->viewOffset = this->viewOffset; + cam->nearPlane = this->nearPlane; + cam->farPlane = this->farPlane; + cam->fogPlane = this->fogPlane; + cam->projection = this->projection; + + cam->frameBuffer = this->frameBuffer; + cam->zBuffer = this->zBuffer; + + if(this->world) + this->world->addCamera(cam); + + s_plglist.copy(cam, this); + return cam; +} + +void +Camera::destroy(void) +{ + s_plglist.destruct(this); + assert(this->clump == nil); + assert(this->world == nil); + this->setFrame(nil); + rwFree(this); + numAllocated--; +} + +void +Camera::clear(RGBA *col, uint32 mode) +{ + engine->device.clearCamera(this, col, mode); +} + +void +Camera::showRaster(uint32 flags) +{ + this->frameBuffer->show(flags); +} + +void +calczShiftScale(Camera *cam) +{ + float32 n = cam->nearPlane; + float32 f = cam->farPlane; + float32 N = engine->device.zNear; + float32 F = engine->device.zFar; + // RW does this + N += (F - N)/10000.0f; + F -= (F - N)/10000.0f; + if(cam->projection == Camera::PERSPECTIVE){ + cam->zScale = (N - F)*n*f/(f - n); + cam->zShift = (F*f - N*n)/(f - n); + }else{ + cam->zScale = (F - N)/(f -n); + cam->zShift = (N*f - F*n)/(f - n); + } +} + +void +Camera::setNearPlane(float32 near) +{ + this->nearPlane = near; + calczShiftScale(this); + if(this->getFrame()) + this->getFrame()->updateObjects(); +} + +void +Camera::setFarPlane(float32 far) +{ + this->farPlane = far; + calczShiftScale(this); + if(this->getFrame()) + this->getFrame()->updateObjects(); +} + +void +Camera::setViewWindow(const V2d *window) +{ + this->viewWindow = *window; + if(this->getFrame()) + this->getFrame()->updateObjects(); +} + +void +Camera::setViewOffset(const V2d *offset) +{ + this->viewOffset = *offset; + if(this->getFrame()) + this->getFrame()->updateObjects(); +} + +void +Camera::setProjection(int32 proj) +{ + this->projection = proj; + if(this->getFrame()) + this->getFrame()->updateObjects(); +} + +int32 +Camera::frustumTestSphere(const Sphere *s) const +{ + int32 res = SPHEREINSIDE; + const FrustumPlane *p = this->frustumPlanes; + for(int32 i = 0; i < 6; i++){ + float32 dist = dot(p->plane.normal, s->center) - p->plane.distance; + if(s->radius < dist) + return SPHEREOUTSIDE; + if(s->radius > -dist) + res = SPHEREBOUNDARY; + p++; + } + return res; +} + +struct CameraChunkData +{ + V2d viewWindow; + V2d viewOffset; + float32 nearPlane, farPlane; + float32 fogPlane; + int32 projection; +}; + +Camera* +Camera::streamRead(Stream *stream) +{ + CameraChunkData buf; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read32(&buf, sizeof(CameraChunkData)); + Camera *cam = Camera::create(); + cam->viewWindow = buf.viewWindow; + cam->viewOffset = buf.viewOffset; + cam->nearPlane = buf.nearPlane; + cam->farPlane = buf.farPlane; + cam->fogPlane = buf.fogPlane; + cam->projection = buf.projection; + if(s_plglist.streamRead(stream, cam)) + return cam; + cam->destroy(); + return nil; +} + +bool +Camera::streamWrite(Stream *stream) +{ + CameraChunkData buf; + writeChunkHeader(stream, ID_CAMERA, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, sizeof(CameraChunkData)); + buf.viewWindow = this->viewWindow; + buf.viewOffset = this->viewOffset; + buf.nearPlane = this->nearPlane; + buf.farPlane = this->farPlane; + buf.fogPlane = this->fogPlane; + buf.projection = this->projection; + stream->write32(&buf, sizeof(CameraChunkData)); + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Camera::streamGetSize(void) +{ + return 12 + sizeof(CameraChunkData) + 12 + + s_plglist.streamGetSize(this); +} + +// Assumes horizontal FOV for 4:3, but we convert to vertical FOV +void +Camera::setFOV(float32 hfov, float32 ratio) +{ + V2d v; + float w, h; + + w = (float)this->frameBuffer->width; + h = (float)this->frameBuffer->height; + if(w < 1 || h < 1){ + w = 1; + h = 1; + } + hfov = hfov*3.14159f/360.0f; // deg to rad and halved + + float ar1 = 4.0f/3.0f; + float ar2 = w/h; + float vfov = atanf(tanf(hfov/2) / ar1) *2; + hfov = atanf(tanf(vfov/2) * ar2) *2; + + float32 a = tanf(hfov); + v.set(a, a/ratio); + this->setViewWindow(&v); + v.set(0.0f, 0.0f); + this->setViewOffset(&v); +} + +} diff --git a/src/charset.cpp b/src/charset.cpp new file mode 100644 index 0000000..5188b80 --- /dev/null +++ b/src/charset.cpp @@ -0,0 +1,244 @@ +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwrender.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwcharset.h" + +#include "ps2/rwps2.h" +#include "d3d/rwd3d.h" +#include "gl/rwgl3.h" + + +#define PLUGIN_ID 1000 // TODO: find a better ID + +#ifndef RW_NULL + +#ifdef RWHALFPIXEL +#define HALFPX (0.5f) +#else +#define HALFPX (0.0f) +#endif + +namespace rw { + +const uint8 fontbits[256*256] = { +#include "vgafont.inc" +}; + +#define NUMCHARS 100 +static uint16 *indices; +static RWDEVICE::Im2DVertex *vertices; +static int32 numChars; +static Raster *lastRaster; + +bool32 +Charset::open(void) +{ + if(indices || vertices) + return 0; + numChars = 0; + lastRaster = nil; + indices = rwNewT(uint16, NUMCHARS*6, MEMDUR_EVENT); + vertices = rwNewT(RWDEVICE::Im2DVertex, NUMCHARS*4, MEMDUR_EVENT); + if(indices == nil || vertices == nil){ + close(); + return 0; + } + return 1; +} + +void +Charset::close(void) +{ + rwFree(indices); + indices = nil; + rwFree(vertices); + vertices = nil; +} + +Charset* +Charset::create(const RGBA *foreground, const RGBA *background) +{ + Charset *charset = (Charset*)rwMalloc(sizeof(Charset), MEMDUR_EVENT); + if(charset == nil){ + RWERROR((ERR_ALLOC, sizeof(Charset))); + return nil; + } + charset->raster = nil; + if(charset->setColors(foreground, background) == nil){ + charset->destroy(); + return nil; + } + charset->desc.count = 256; + charset->desc.tileWidth = 28; + charset->desc.tileHeight = 10; + charset->desc.width = 9; + charset->desc.height = 16; + charset->desc.width_internal = 9; + charset->desc.height_internal = 16; + return charset; +} + +void +Charset::destroy(void) +{ + if(raster) + raster->destroy(); + rwFree(this); +} + +Charset* +Charset::setColors(const RGBA *foreground, const RGBA *background) +{ + Image *img = Image::create(256, 256, 8); + if(img == nil) + return nil; + img->pixels = (uint8*)fontbits; + img->stride = 256; + img->allocate(); + img->palette[0] = background->red; + img->palette[1] = background->green; + img->palette[2] = background->blue; + img->palette[3] = background->alpha; + img->palette[4] = foreground->red; + img->palette[5] = foreground->green; + img->palette[6] = foreground->blue; + img->palette[7] = foreground->alpha; + + Raster *newRaster = Raster::createFromImage(img); + img->destroy(); + if(newRaster == nil) + return nil; + if(this->raster) + this->raster->destroy(); + this->raster = newRaster; + return this; +} + +void +Charset::flushBuffer(void) +{ + if(numChars){ + rw::SetRenderStatePtr(rw::TEXTURERASTER, lastRaster); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + + uint32 cull = rw::GetRenderState(rw::CULLMODE); + uint32 ztest = rw::GetRenderState(rw::ZTESTENABLE); + rw::SetRenderState(rw::CULLMODE, rw::CULLNONE); + rw::SetRenderState(rw::ZTESTENABLE, 0); + + im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, + vertices, numChars*4, indices, numChars*6); + + rw::SetRenderState(rw::CULLMODE, cull); + rw::SetRenderState(rw::ZTESTENABLE, ztest); + } + + numChars = 0; + lastRaster = nil; +} + +void +Charset::printChar(int32 c, int32 x, int32 y) +{ + Camera *cam; + float recipZ; + float u, v, du, dv; + RWDEVICE::Im2DVertex *vert; + uint16 *ix; + + if(c >= this->desc.count) + return; + + if(this->raster != lastRaster || numChars >= NUMCHARS) + flushBuffer(); + lastRaster = this->raster; + + cam = (Camera*)engine->currentCamera; + vert = &vertices[numChars*4]; + ix = &indices[numChars*6]; + recipZ = 1.0f/cam->nearPlane; + + u = ((c % this->desc.tileWidth)*this->desc.width_internal + HALFPX) / (float32)this->raster->width; + v = ((c / this->desc.tileWidth)*this->desc.height_internal + HALFPX) / (float32)this->raster->height; + du = this->desc.width_internal/(float32)this->raster->width; + dv = this->desc.height_internal/(float32)this->raster->height; + + vert->setScreenX((float)x); + vert->setScreenY((float)y); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u, recipZ); + vert->setV(v, recipZ); + vert++; + + vert->setScreenX(float(x+this->desc.width_internal)); + vert->setScreenY((float)y); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u+du, recipZ); + vert->setV(v, recipZ); + vert++; + + vert->setScreenX((float)x); + vert->setScreenY(float(y+this->desc.height_internal)); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u, recipZ); + vert->setV(v+dv, recipZ); + vert++; + + vert->setScreenX(float(x+this->desc.width_internal)); + vert->setScreenY(float(y+this->desc.height_internal)); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u+du, recipZ); + vert->setV(v+dv, recipZ); + vert++; + + *ix++ = numChars*4; + *ix++ = numChars*4+1; + *ix++ = numChars*4+2; + *ix++ = numChars*4+2; + *ix++ = numChars*4+1; + *ix++ = numChars*4+3; + + numChars++; +} + +void +Charset::print(const char *str, int32 x, int32 y, bool32 hideSpaces) +{ + this->printBuffered(str, x, y, hideSpaces); + flushBuffer(); +} + +void +Charset::printBuffered(const char *str, int32 x, int32 y, bool32 hideSpaces) +{ + while(*str){ + if(!hideSpaces || *str != ' ') + printChar((uint8)*str, x, y); + x += this->desc.width; + str++; + } +} + +} + +#endif + diff --git a/src/clump.cpp b/src/clump.cpp new file mode 100644 index 0000000..f228298 --- /dev/null +++ b/src/clump.cpp @@ -0,0 +1,669 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID 2 + +namespace rw { + +int32 Clump::numAllocated; +int32 Atomic::numAllocated; + +PluginList Clump::s_plglist(sizeof(Clump)); +PluginList Atomic::s_plglist(sizeof(Atomic)); + +// +// Clump +// + +Clump* +Clump::create(void) +{ + Clump *clump = (Clump*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_CLUMP); + if(clump == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + clump->object.init(Clump::ID, 0); + clump->atomics.init(); + clump->lights.init(); + clump->cameras.init(); + + // World extension + clump->world = nil; + clump->inWorld.init(); + + s_plglist.construct(clump); + return clump; +} + +Clump* +Clump::clone(void) +{ + Clump *clump = Clump::create(); + Frame *root = this->getFrame()->cloneAndLink(); + clump->setFrame(root); + FORLIST(lnk, this->atomics){ + Atomic *a = Atomic::fromClump(lnk); + Atomic *atomic = a->clone(); + atomic->setFrame(a->getFrame()->root); + clump->addAtomic(atomic); + } + this->getFrame()->purgeClone(); + + // World extension + if(this->world) + this->world->addClump(clump); + + s_plglist.copy(clump, this); + return clump; +} + +void +Clump::destroy(void) +{ + Frame *f; + s_plglist.destruct(this); + FORLIST(lnk, this->atomics){ + Atomic *a = Atomic::fromClump(lnk); + this->removeAtomic(a); + a->destroy(); + } + FORLIST(lnk, this->lights){ + Light *l = Light::fromClump(lnk); + this->removeLight(l); + l->destroy(); + } + FORLIST(lnk, this->cameras){ + Camera *c = Camera::fromClump(lnk); + this->removeCamera(c); + c->destroy(); + } + if(f = this->getFrame(), f) + f->destroyHierarchy(); + assert(this->world == nil); + rwFree(this); + numAllocated--; +} + +void +Clump::addAtomic(Atomic *a) +{ + assert(a->clump == nil); + a->clump = this; + this->atomics.append(&a->inClump); +} + +void +Clump::removeAtomic(Atomic *a) +{ + assert(a->clump == this); + a->inClump.remove(); + a->clump = nil; +} + +void +Clump::addLight(Light *l) +{ + assert(l->clump == nil); + l->clump = this; + this->lights.append(&l->inClump); +} + +void +Clump::removeLight(Light *l) +{ + assert(l->clump == this); + l->inClump.remove(); + l->clump = nil; +} + +void +Clump::addCamera(Camera *c) +{ + assert(c->clump == nil); + c->clump = this; + this->cameras.append(&c->inClump); +} + +void +Clump::removeCamera(Camera *c) +{ + assert(c->clump == this); + c->inClump.remove(); + c->clump = nil; +} + + +Clump* +Clump::streamRead(Stream *stream) +{ + uint32 length, version; + int32 buf[3]; + Clump *clump; + int32 numGeometries; + Geometry **geometryList; + + if(!findChunk(stream, ID_STRUCT, &length, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read32(buf, length); + int32 numAtomics = buf[0]; + int32 numLights = 0; + int32 numCameras = 0; + if(version > 0x33000){ + numLights = buf[1]; + numCameras = buf[2]; + } + clump = Clump::create(); + if(clump == nil) + return nil; + + // Frame list + FrameList_ frmlst; + frmlst.frames = nil; + if(!findChunk(stream, ID_FRAMELIST, nil, nil)){ + RWERROR((ERR_CHUNK, "FRAMELIST")); + goto fail; + } + if(frmlst.streamRead(stream) == nil) + goto fail; + clump->setFrame(frmlst.frames[0]); + + // Geometry list + numGeometries = 0; + geometryList = nil; + if(version >= 0x30400){ + if(!findChunk(stream, ID_GEOMETRYLIST, nil, nil)){ + RWERROR((ERR_CHUNK, "GEOMETRYLIST")); + goto fail; + } + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + numGeometries = stream->readI32(); + if(numGeometries){ + size_t sz = numGeometries*sizeof(Geometry*); + geometryList = (Geometry**)rwMalloc(sz, MEMDUR_FUNCTION | ID_CLUMP); + if(geometryList == nil){ + RWERROR((ERR_ALLOC, sz)); + goto fail; + } + memset(geometryList, 0, sz); + } + for(int32 i = 0; i < numGeometries; i++){ + if(!findChunk(stream, ID_GEOMETRY, nil, nil)){ + RWERROR((ERR_CHUNK, "GEOMETRY")); + goto failgeo; + } + geometryList[i] = Geometry::streamRead(stream); + if(geometryList[i] == nil) + goto failgeo; + } + } + + // Atomics + Atomic *a; + for(int32 i = 0; i < numAtomics; i++){ + if(!findChunk(stream, ID_ATOMIC, nil, nil)){ + RWERROR((ERR_CHUNK, "ATOMIC")); + goto failgeo; + } + a = Atomic::streamReadClump(stream, &frmlst, geometryList); + if(a == nil) + goto failgeo; + clump->addAtomic(a); + } + + // Lights + int32 frm; + Light *l; + for(int32 i = 0; i < numLights; i++){ + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto failgeo; + } + frm = stream->readI32(); + if(!findChunk(stream, ID_LIGHT, nil, nil)){ + RWERROR((ERR_CHUNK, "LIGHT")); + goto failgeo; + } + l = Light::streamRead(stream); + if(l == nil) + goto failgeo; + l->setFrame(frmlst.frames[frm]); + clump->addLight(l); + } + + // Cameras + Camera *cam; + for(int32 i = 0; i < numCameras; i++){ + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto failgeo; + } + frm = stream->readI32(); + if(!findChunk(stream, ID_CAMERA, nil, nil)){ + RWERROR((ERR_CHUNK, "CAMERA")); + goto failgeo; + } + cam = Camera::streamRead(stream); + if(cam == nil) + goto failgeo; + cam->setFrame(frmlst.frames[frm]); + clump->addCamera(cam); + } + + for(int32 i = 0; i < numGeometries; i++) + if(geometryList[i]) + geometryList[i]->destroy(); + rwFree(geometryList); + rwFree(frmlst.frames); + if(s_plglist.streamRead(stream, clump)) + return clump; + +failgeo: + for(int32 i = 0; i < numGeometries; i++) + if(geometryList[i]) + geometryList[i]->destroy(); + rwFree(geometryList); +fail: + rwFree(frmlst.frames); + clump->destroy(); + return nil; +} + +bool +Clump::streamWrite(Stream *stream) +{ + int size = this->streamGetSize(); + writeChunkHeader(stream, ID_CLUMP, size); + int32 numAtomics = this->countAtomics(); + int32 numLights = this->countLights(); + int32 numCameras = this->countCameras(); + int32 buf[3] = { numAtomics, numLights, numCameras }; + size = version > 0x33000 ? 12 : 4; + writeChunkHeader(stream, ID_STRUCT, size); + stream->write32(buf, size); + + FrameList_ frmlst; + frmlst.numFrames = this->getFrame()->count(); + frmlst.frames = (Frame**)rwMalloc(frmlst.numFrames*sizeof(Frame*), MEMDUR_FUNCTION | ID_CLUMP); + makeFrameList(this->getFrame(), frmlst.frames); + frmlst.streamWrite(stream); + + if(rw::version >= 0x30400){ + size = 12+4; + FORLIST(lnk, this->atomics) + size += 12 + Atomic::fromClump(lnk)->geometry->streamGetSize(); + writeChunkHeader(stream, ID_GEOMETRYLIST, size); + writeChunkHeader(stream, ID_STRUCT, 4); + stream->writeI32(numAtomics); // same as numGeometries + FORLIST(lnk, this->atomics) + Atomic::fromClump(lnk)->geometry->streamWrite(stream); + } + + FORLIST(lnk, this->atomics) + Atomic::fromClump(lnk)->streamWriteClump(stream, &frmlst); + + FORLIST(lnk, this->lights){ + Light *l = Light::fromClump(lnk); + int frm = findPointer(l->getFrame(), (void**)frmlst.frames, frmlst.numFrames); + if(frm < 0) + return false; + writeChunkHeader(stream, ID_STRUCT, 4); + stream->writeI32(frm); + l->streamWrite(stream); + } + + FORLIST(lnk, this->cameras){ + Camera *c = Camera::fromClump(lnk); + int frm = findPointer(c->getFrame(), (void**)frmlst.frames, frmlst.numFrames); + if(frm < 0) + return false; + writeChunkHeader(stream, ID_STRUCT, 4); + stream->writeI32(frm); + c->streamWrite(stream); + } + + rwFree(frmlst.frames); + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Clump::streamGetSize(void) +{ + uint32 size = 0; + size += 12; // Struct + size += 4; // numAtomics + if(version > 0x33000) + size += 8; // numLights, numCameras + + // Frame list + size += FrameList_::streamGetSize(this->getFrame()); + + if(rw::version >= 0x30400){ + // Geometry list + size += 12 + 12 + 4; + FORLIST(lnk, this->atomics) + size += 12 + Atomic::fromClump(lnk)->geometry->streamGetSize(); + } + + // Atomics + FORLIST(lnk, this->atomics) + size += 12 + Atomic::fromClump(lnk)->streamGetSize(); + + // Lights + FORLIST(lnk, this->lights) + size += 16 + 12 + Light::fromClump(lnk)->streamGetSize(); + + // Cameras + FORLIST(lnk, this->cameras) + size += 16 + 12 + Camera::fromClump(lnk)->streamGetSize(); + + size += 12 + s_plglist.streamGetSize(this); + return size; +} + +void +Clump::render(void) +{ + Atomic *a; + FORLIST(lnk, this->atomics){ + a = Atomic::fromClump(lnk); + if(a->object.object.flags & Atomic::RENDER) + a->render(); + } +} + +// +// Atomic +// + +static void +atomicSync(ObjectWithFrame *obj) +{ + // TODO: interpolate + obj->object.privateFlags |= Atomic::WORLDBOUNDDIRTY; +} + + +static void +worldAtomicSync(ObjectWithFrame *obj) +{ + Atomic *atomic = (Atomic*)obj; + atomic->originalSync(obj); +} + +Atomic* +Atomic::create(void) +{ + Atomic *atomic = (Atomic*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_ATOMIC); + if(atomic == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + atomic->object.object.init(Atomic::ID, 0); + atomic->object.syncCB = atomicSync; + atomic->geometry = nil; + atomic->boundingSphere.center.set(0.0f, 0.0f, 0.0f); + atomic->boundingSphere.radius = 0.0f; + atomic->worldBoundingSphere.center.set(0.0f, 0.0f, 0.0f); + atomic->worldBoundingSphere.radius = 0.0f; + atomic->setFrame(nil); + atomic->object.object.privateFlags |= WORLDBOUNDDIRTY; + atomic->clump = nil; + atomic->inClump.init(); + atomic->pipeline = nil; + atomic->renderCB = Atomic::defaultRenderCB; + atomic->object.object.flags = Atomic::COLLISIONTEST | Atomic::RENDER; + // TODO: interpolator + + // World extension + atomic->world = nil; + atomic->originalSync = atomic->object.syncCB; + atomic->object.syncCB = worldAtomicSync; + + s_plglist.construct(atomic); + return atomic; +} + +Atomic* +Atomic::clone() +{ + Atomic *atomic = Atomic::create(); + if(atomic == nil) + return nil; + atomic->object.object.copy(&this->object.object); + atomic->object.object.privateFlags |= WORLDBOUNDDIRTY; + if(this->geometry) + atomic->setGeometry(this->geometry, 0); + atomic->renderCB = this->renderCB; + atomic->pipeline = this->pipeline; + + // World extension doesn't add to world + + s_plglist.copy(atomic, this); + return atomic; +} + +void +Atomic::destroy(void) +{ + s_plglist.destruct(this); + if(this->geometry) + this->geometry->destroy(); + assert(this->clump == nil); + assert(this->world == nil); + this->setFrame(nil); + rwFree(this); + numAllocated--; +} + +void +Atomic::setGeometry(Geometry *geo, uint32 flags) +{ + if(this->geometry) + this->geometry->destroy(); + if(geo) + geo->addRef(); + this->geometry = geo; + if(flags & SAMEBOUNDINGSPHERE) + return; + if(geo){ + this->boundingSphere = geo->morphTargets[0].boundingSphere; + if(this->getFrame()) // TODO: && getWorld??? + this->getFrame()->updateObjects(); + } +} + +Sphere* +Atomic::getWorldBoundingSphere(void) +{ + Sphere *s = &this->worldBoundingSphere; + // TODO: if we ever support morphing, check interpolation + if(!this->getFrame()->dirty() && + (this->object.object.privateFlags & WORLDBOUNDDIRTY) == 0) + return s; + Matrix *ltm = this->getFrame()->getLTM(); + // TODO: support scaling + V3d::transformPoints(&s->center, &this->boundingSphere.center, 1, ltm); + s->radius = this->boundingSphere.radius; + this->object.object.privateFlags &= ~WORLDBOUNDDIRTY; + return s; +} + +static uint32 atomicRights[2]; + +Atomic* +Atomic::streamReadClump(Stream *stream, + FrameList_ *frameList, Geometry **geometryList) +{ + int32 buf[4]; + uint32 version; + if(!findChunk(stream, ID_STRUCT, nil, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read32(buf, version < 0x30400 ? 12 : 16); + Atomic *atomic = Atomic::create(); + if(atomic == nil) + return nil; + atomic->setFrame(frameList->frames[buf[0]]); + Geometry *g; + if(version < 0x30400){ + if(!findChunk(stream, ID_GEOMETRY, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + g = Geometry::streamRead(stream); + if(g == nil) + goto fail; + atomic->setGeometry(g, 0); + g->destroy(); + }else + atomic->setGeometry(geometryList[buf[1]], 0); + atomic->object.object.flags = buf[2]; + + atomicRights[0] = 0; + if(!s_plglist.streamRead(stream, atomic)) + goto fail; + if(atomicRights[0]) + s_plglist.assertRights(atomic, atomicRights[0], atomicRights[1]); + return atomic; + +fail: + atomic->destroy(); + return nil; +} + +bool +Atomic::streamWriteClump(Stream *stream, FrameList_ *frmlst) +{ + int32 buf[4] = { 0, 0, 0, 0 }; + Clump *c = this->clump; + if(c == nil) + return false; + writeChunkHeader(stream, ID_ATOMIC, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, rw::version < 0x30400 ? 12 : 16); + buf[0] = findPointer(this->getFrame(), (void**)frmlst->frames, frmlst->numFrames); + + if(version < 0x30400){ + buf[1] = this->object.object.flags; + stream->write32(buf, sizeof(int32[3])); + this->geometry->streamWrite(stream); + }else{ + buf[1] = 0; + FORLIST(lnk, c->atomics){ + if(Atomic::fromClump(lnk)->geometry == this->geometry) + goto foundgeo; + buf[1]++; + } + return false; + foundgeo: + buf[2] = this->object.object.flags; + stream->write32(buf, sizeof(buf)); + } + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Atomic::streamGetSize(void) +{ + uint32 size = 12 + 12 + 12 + s_plglist.streamGetSize(this); + if(rw::version < 0x30400) + size += 12 + this->geometry->streamGetSize(); + else + size += 4; + return size; +} + +ObjPipeline* +Atomic::getPipeline(void) +{ + return this->pipeline ? + this->pipeline : + engine->driver[platform]->defaultPipeline; +} + +void +Atomic::instance(void) +{ + if(this->geometry->flags & Geometry::NATIVE) + return; + this->getPipeline()->instance(this); + this->geometry->flags |= Geometry::NATIVE; +} + +void +Atomic::uninstance(void) +{ + if(!(this->geometry->flags & Geometry::NATIVE)) + return; + this->getPipeline()->uninstance(this); + // this should be done by the CB already, just make sure + this->geometry->flags &= ~Geometry::NATIVE; +} + +void +Atomic::defaultRenderCB(Atomic *atomic) +{ + atomic->getPipeline()->render(atomic); +} + +// Atomic Rights plugin + +static Stream* +readAtomicRights(Stream *stream, int32, void *, int32, int32) +{ + stream->read32(atomicRights, 8); + return stream; +} + +static Stream* +writeAtomicRights(Stream *stream, int32, void *object, int32, int32) +{ + Atomic *atomic = (Atomic*)object; + uint32 buffer[2]; + buffer[0] = atomic->pipeline->pluginID; + buffer[1] = atomic->pipeline->pluginData; + stream->write32(buffer, 8); + return stream; +} + +static int32 +getSizeAtomicRights(void *object, int32, int32) +{ + Atomic *atomic = (Atomic*)object; + if(atomic->pipeline == nil || atomic->pipeline->pluginID == 0) + return 0; + return 8; +} + +void +registerAtomicRightsPlugin(void) +{ + Atomic::registerPlugin(0, ID_RIGHTTORENDER, nil, nil, nil); + Atomic::registerPluginStream(ID_RIGHTTORENDER, + readAtomicRights, + writeAtomicRights, + getSizeAtomicRights); +} + +} diff --git a/src/d3d/d3d.cpp b/src/d3d/d3d.cpp new file mode 100644 index 0000000..f1f5f49 --- /dev/null +++ b/src/d3d/d3d.cpp @@ -0,0 +1,1087 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" +#include "rwd3dimpl.h" + +#define PLUGIN_ID ID_DRIVER + +namespace rw { +namespace d3d { + +bool32 isP8supported = 1; // set to 0 when actual d3d device is used + +// stolen from d3d8to9 +static uint32 +calculateTextureSize(uint32 width, uint32 height, uint32 depth, uint32 format) +{ +#define D3DFMT_W11V11U10 65 + switch(format){ + default: + case D3DFMT_UNKNOWN: + return 0; + case D3DFMT_R3G3B2: + case D3DFMT_A8: + case D3DFMT_P8: + case D3DFMT_L8: + case D3DFMT_A4L4: + return width * height * depth; + case D3DFMT_R5G6B5: + case D3DFMT_X1R5G5B5: + case D3DFMT_A1R5G5B5: + case D3DFMT_A4R4G4B4: + case D3DFMT_A8R3G3B2: + case D3DFMT_X4R4G4B4: + case D3DFMT_A8P8: + case D3DFMT_A8L8: + case D3DFMT_V8U8: + case D3DFMT_L6V5U5: + case D3DFMT_D16_LOCKABLE: + case D3DFMT_D15S1: + case D3DFMT_D16: + case D3DFMT_UYVY: + case D3DFMT_YUY2: + return width * 2 * height * depth; + case D3DFMT_R8G8B8: + return width * 3 * height * depth; + case D3DFMT_A8R8G8B8: + case D3DFMT_X8R8G8B8: + case D3DFMT_A2B10G10R10: + case D3DFMT_A8B8G8R8: + case D3DFMT_X8B8G8R8: + case D3DFMT_G16R16: + case D3DFMT_X8L8V8U8: + case D3DFMT_Q8W8V8U8: + case D3DFMT_V16U16: + case D3DFMT_W11V11U10: + case D3DFMT_A2W10V10U10: + case D3DFMT_D32: + case D3DFMT_D24S8: + case D3DFMT_D24X8: + case D3DFMT_D24X4S4: + return width * 4 * height * depth; + case D3DFMT_DXT1: + assert(depth <= 1); + return ((width + 3) >> 2) * ((height + 3) >> 2) * 8; + case D3DFMT_DXT2: + case D3DFMT_DXT3: + case D3DFMT_DXT4: + case D3DFMT_DXT5: + assert(depth <= 1); + return ((width + 3) >> 2) * ((height + 3) >> 2) * 16; + } +} + +int vertFormatMap[] = { + -1, VERT_FLOAT2, VERT_FLOAT3, VERT_FLOAT4, VERT_ARGB, VERT_RGBA /* blend indices */ +}; + +void* +createIndexBuffer(uint32 length, bool dynamic) +{ +#ifdef RW_D3D9 + IDirect3DIndexBuffer9 *ibuf; + if(dynamic) + d3ddevice->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ibuf, 0); + else + d3ddevice->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0); + if(ibuf) + d3d9Globals.numIndexBuffers++; + return ibuf; +#else + return rwNewT(uint8, length, MEMDUR_EVENT | ID_DRIVER); +#endif +} + +void +destroyIndexBuffer(void *indexBuffer) +{ +#ifdef RW_D3D9 + if(indexBuffer){ + if(((IUnknown*)indexBuffer)->Release() != 0) + printf("indexBuffer wasn't destroyed\n"); + d3d9Globals.numIndexBuffers--; + } +#else + rwFree(indexBuffer); +#endif +} + +uint16* +lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags) +{ + if(indexBuffer == nil) + return nil; +#ifdef RW_D3D9 + uint16 *indices; + IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer; + ibuf->Lock(offset, size, (void**)&indices, flags); + return indices; +#else + (void)offset; + (void)size; + (void)flags; + return (uint16*)indexBuffer; +#endif +} + +void +unlockIndices(void *indexBuffer) +{ + if(indexBuffer == nil) + return; +#ifdef RW_D3D9 + IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer; + ibuf->Unlock(); +#endif +} + +void* +createVertexBuffer(uint32 length, uint32 fvf, bool dynamic) +{ +#ifdef RW_D3D9 + IDirect3DVertexBuffer9 *vbuf; + if(dynamic) + d3ddevice->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC, fvf, D3DPOOL_DEFAULT, &vbuf, 0); + else + d3ddevice->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, fvf, D3DPOOL_MANAGED, &vbuf, 0); + if(vbuf) + d3d9Globals.numVertexBuffers++; + return vbuf; +#else + (void)fvf; + return rwNewT(uint8, length, MEMDUR_EVENT | ID_DRIVER); +#endif +} + +void +destroyVertexBuffer(void *vertexBuffer) +{ +#ifdef RW_D3D9 + if(vertexBuffer){ + if(((IUnknown*)vertexBuffer)->Release() != 0) + printf("vertexBuffer wasn't destroyed\n"); + d3d9Globals.numVertexBuffers--; + } +#else + rwFree(vertexBuffer); +#endif +} + +uint8* +lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags) +{ + if(vertexBuffer == nil) + return nil; +#ifdef RW_D3D9 + uint8 *verts; + IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer; + vertbuf->Lock(offset, size, (void**)&verts, flags); + return verts; +#else + (void)offset; + (void)size; + (void)flags; + return (uint8*)vertexBuffer; +#endif +} + +void +unlockVertices(void *vertexBuffer) +{ + if(vertexBuffer == nil) + return; +#ifdef RW_D3D9 + IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer; + vertbuf->Unlock(); +#endif +} + +void* +createTexture(int32 width, int32 height, int32 numlevels, uint32 usage, uint32 format) +{ +#ifdef RW_D3D9 + IDirect3DTexture9 *tex; + d3ddevice->CreateTexture(width, height, numlevels, usage, + (D3DFORMAT)format, D3DPOOL_MANAGED, &tex, nil); + if(tex) + d3d9Globals.numTextures++; + return tex; +#else + int32 w = width; + int32 h = height; + int32 size = 0; + for(int32 i = 0; i < numlevels; i++){ + size += calculateTextureSize(w, h, 1, format); + w /= 2; + if(w == 0) w = 1; + h /= 2; + if(h == 0) h = 1; + } + uint8 *data = (uint8*)rwNew(sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1)+size, + MEMDUR_EVENT | ID_DRIVER); + RasterLevels *levels = (RasterLevels*)data; + data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1); + levels->numlevels = numlevels; + levels->format = format; + w = width; + h = height; + for(int32 i = 0; i < numlevels; i++){ + levels->levels[i].width = w; + levels->levels[i].height = h; + levels->levels[i].data = data; + levels->levels[i].size = calculateTextureSize(w, h, 1, format); + data += levels->levels[i].size; + w /= 2; + if(w == 0) w = 1; + h /= 2; + if(h == 0) h = 1; + } + return levels; +#endif +} + +void +destroyTexture(void *texture) +{ +#ifdef RW_D3D9 + if(texture){ + if(((IUnknown*)texture)->Release() != 0) + printf("texture wasn't destroyed\n"); + d3d9Globals.numTextures--; + } +#else + rwFree(texture); +#endif +} + +// Native Raster + +int32 nativeRasterOffset; + +struct RasterFormatInfo +{ + uint32 d3dformat; + int32 depth; + bool32 hasAlpha; + uint32 rwFormat; +}; + +// indexed directly by RW format +static RasterFormatInfo formatInfoRW[16] = { + { 0, 0, 0, 0}, + { D3DFMT_A1R5G5B5, 16, 1, Raster::C1555 }, + { D3DFMT_R5G6B5, 16, 0, Raster::C565 }, + { D3DFMT_A4R4G4B4, 16, 1, Raster::C4444 }, + { D3DFMT_L8, 8, 0, Raster::LUM8 }, + { D3DFMT_A8R8G8B8, 32, 1, Raster::C8888 }, + { D3DFMT_X8R8G8B8, 32, 0, Raster::C888 }, + { D3DFMT_D16, 16, 0, Raster::D16 }, + { D3DFMT_D24X8, 32, 0, Raster::D24 }, + { D3DFMT_D32, 32, 0, Raster::D32 }, + { D3DFMT_X1R5G5B5, 16, 0, Raster::C555 }, +}; + +static RasterFormatInfo formatInfoFull[] = { + { D3DFMT_R8G8B8, 0, 24, 0 }, + { D3DFMT_A8R8G8B8, 1, 32, Raster::C8888 }, + { D3DFMT_X8R8G8B8, 0, 32, Raster::C888 }, + { D3DFMT_R5G6B5, 0, 16, Raster::C565 }, + { D3DFMT_X1R5G5B5, 0, 16, Raster::C555 }, + { D3DFMT_A1R5G5B5, 1, 16, Raster::C1555 }, + { D3DFMT_A4R4G4B4, 1, 16, Raster::C4444 }, + { D3DFMT_R3G3B2, 0, 8, 0 }, + { D3DFMT_A8, 1, 8, 0 }, + { D3DFMT_A8R3G3B2, 1, 16, 0 }, + { D3DFMT_X4R4G4B4, 0, 16, 0 }, + { D3DFMT_A2B10G10R10, 1, 32, 0 }, + { D3DFMT_A8B8G8R8, 1, 32, 0 }, + { D3DFMT_X8B8G8R8, 0, 32, 0 }, + { D3DFMT_G16R16, 0, 32, 0 }, + { D3DFMT_A2R10G10B10, 1, 32, 0 }, + { D3DFMT_A16B16G16R16, 1, 64, 0 }, + { D3DFMT_A8P8, 1, 16, 0 }, +// { D3DFMT_P8, 0, 8, ... }, +// { D3DFMT_L8, 0, 8, ... }, + { D3DFMT_A8L8, 1, 16, 0 }, + { D3DFMT_A4L4, 1, 8, 0 }, + { D3DFMT_V8U8, 0, 16, 0 }, + { D3DFMT_L6V5U5, 0, 16, 0 }, + { D3DFMT_X8L8V8U8, 0, 32, 0 }, + { D3DFMT_Q8W8V8U8, 0, 32, 0 }, + { D3DFMT_V16U16, 0, 32, 0 }, + { D3DFMT_A2W10V10U10, 1, 32, 0 }, + { D3DFMT_D16_LOCKABLE, 0, 16, Raster::D16 }, + { D3DFMT_D32, 0, 32, Raster::D32 }, + { D3DFMT_D15S1, 0, 16, Raster::D16 }, + { D3DFMT_D24S8, 0, 32, Raster::D32 }, + { D3DFMT_D24X8, 0, 32, Raster::D32 }, + { D3DFMT_D24X4S4, 0, 32, Raster::D32 }, + { D3DFMT_D16, 0, 16, Raster::D16 }, + { D3DFMT_D32F_LOCKABLE, 0, 32, Raster::D32 }, + { D3DFMT_D24FS8, 0, 32, Raster::D32 }, + { D3DFMT_L16, 0, 16, 0 }, + { D3DFMT_Q16W16V16U16, 0, 64, 0 }, + { D3DFMT_R16F, 0, 16, 0 }, + { D3DFMT_G16R16F, 0, 32, 0 }, + { D3DFMT_A16B16G16R16F, 1, 64, 0 }, + { D3DFMT_R32F, 0, 32, 0 }, + { D3DFMT_G32R32F, 0, 64, 0 }, + { D3DFMT_A32B32G32R32F, 1, 128, 0 }, + { D3DFMT_CxV8U8, 0, 16, 0 }, +}; + +RasterFormatInfo* +findFormatInfoD3D(uint32 d3dformat) +{ + static RasterFormatInfo fake = { 0, 0, 0, 0 }; + int i; + for(i = 0; i < (int)nelem(formatInfoFull); i++) + if(formatInfoFull[i].d3dformat == d3dformat) + return &formatInfoFull[i]; + return &fake; +} + + +static void +rasterSetFormat(Raster *raster) +{ + if(raster->format == 0){ + // have to find a format first + // this could perhaps be a bit more intelligent + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + raster->format = Raster::C8888; + break; + +#ifdef RW_D3D9 + case Raster::ZBUFFER: + // TODO: allow other formats + raster->format = findFormatInfoD3D(d3d9Globals.present.AutoDepthStencilFormat)->rwFormat; + // can this even happen? just do something... + if(raster->format == 0) + raster->format = Raster::D32; + break; + + case Raster::CAMERATEXTURE: +// let's not use this because we apparently don't want alpha +// raster->format = findFormatInfoD3D(d3d9Globals.present.BackBufferFormat)->rwFormat; + raster->format = findFormatInfoD3D(d3d9Globals.startMode.mode.Format)->rwFormat; + // can this even happen? just do something... + if(raster->format == 0) + raster->format = Raster::C888; + break; + case Raster::CAMERA: + raster->format = findFormatInfoD3D(d3d9Globals.present.BackBufferFormat)->rwFormat; + // can this even happen? just do something... + if(raster->format == 0) + raster->format = Raster::C8888; + break; +#endif + } + } + + + D3dRaster *natras = GETD3DRASTEREXT(raster); + if(raster->format & (Raster::PAL4 | Raster::PAL8)){ + // TODO: do we even allow PAL4? + natras->format = D3DFMT_P8; + raster->depth = 8; + }else{ + natras->format = formatInfoRW[(raster->format >> 8) & 0xF].d3dformat; + raster->depth = formatInfoRW[(raster->format >> 8) & 0xF].depth; + } + natras->bpp = raster->depth/8; + natras->hasAlpha = formatInfoRW[(raster->format >> 8) & 0xF].hasAlpha; + raster->stride = raster->width*natras->bpp; + + natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP); +} + +static Raster* +rasterCreateTexture(Raster *raster) +{ + int32 levels; + D3dRaster *natras = GETD3DRASTEREXT(raster); + + if(natras->format == D3DFMT_P8) + natras->palette = (uint8*)rwNew(4*256, MEMDUR_EVENT | ID_DRIVER); + if(natras->autogenMipmap) + levels = 0; + else if(raster->format & Raster::MIPMAP) + levels = Raster::calculateNumLevels(raster->width, raster->height); + else + levels = 1; + + assert(natras->texture == nil); + natras->texture = createTexture(raster->width, raster->height, + levels, + natras->autogenMipmap ? D3DUSAGE_AUTOGENMIPMAP : 0, + natras->format); + if(natras->texture == nil){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + return raster; +} + +#ifdef RW_D3D9 + +static Raster* +rasterCreateCameraTexture(Raster *raster) +{ + if(raster->format & (Raster::PAL4 | Raster::PAL8)){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + + int32 levels; + D3dRaster *natras = GETD3DRASTEREXT(raster); + if(natras->autogenMipmap) + levels = 0; + else if(raster->format & Raster::MIPMAP) + levels = Raster::calculateNumLevels(raster->width, raster->height); + else + levels = 1; + + IDirect3DTexture9 *tex; + d3ddevice->CreateTexture(raster->width, raster->height, + levels, + (natras->autogenMipmap ? D3DUSAGE_AUTOGENMIPMAP : 0) | D3DUSAGE_RENDERTARGET, + (D3DFORMAT)natras->format, D3DPOOL_DEFAULT, &tex, nil); + assert(natras->texture == nil); + natras->texture = tex; + if(natras->texture == nil){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + d3d9Globals.numTextures++; + addVidmemRaster(raster); + return raster; +} + +static Raster* +rasterCreateCamera(Raster *raster) +{ + D3dRaster *natras = GETD3DRASTEREXT(raster); + + natras->autogenMipmap = 0; + + natras->format = d3d9Globals.present.BackBufferFormat; + raster->depth = findFormatDepth(natras->format); + + natras->texture = nil; // global default render target + return raster; +} + +static Raster* +rasterCreateZbuffer(Raster *raster) +{ + D3dRaster *natras = GETD3DRASTEREXT(raster); + + natras->autogenMipmap = 0; + + // TODO: allow other formats + natras->format = d3d9Globals.present.AutoDepthStencilFormat; + raster->depth = findFormatDepth(natras->format); + + RECT rect; + GetClientRect(d3d9Globals.window, &rect); + // This check is done by RW but it's rather strange... + if(rect.right == raster->width && rect.bottom == raster->height) + natras->texture = d3d9Globals.defaultDepthSurf; + else{ + IDirect3DSurface9 *surf = nil; + d3ddevice->CreateDepthStencilSurface(raster->width, raster->height, (D3DFORMAT)natras->format, + d3d9Globals.present.MultiSampleType, d3d9Globals.present.MultiSampleQuality, + FALSE, &surf, nil); + assert(natras->texture == nil); + natras->texture = surf; + if(natras->texture == nil){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + } + addVidmemRaster(raster); + + return raster; +} +#endif + +Raster* +rasterCreate(Raster *raster) +{ + rasterSetFormat(raster); + + Raster *ret = raster; + + if(raster->width == 0 || raster->height == 0){ + raster->flags |= Raster::DONTALLOCATE; + raster->stride = 0; + goto ret; + } + if(raster->flags & Raster::DONTALLOCATE) + goto ret; + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + ret = rasterCreateTexture(raster); + break; + +#ifdef RW_D3D9 + case Raster::CAMERATEXTURE: + ret = rasterCreateCameraTexture(raster); + break; + case Raster::ZBUFFER: + ret = rasterCreateZbuffer(raster); + break; + case Raster::CAMERA: + ret = rasterCreateCamera(raster); + break; +#endif + + default: + RWERROR((ERR_INVRASTER)); + return nil; + } + +ret: + raster->originalWidth = raster->width; + raster->originalHeight = raster->height; + raster->originalStride = raster->stride; + raster->originalPixels = raster->pixels; + return ret; +} + +uint8* +rasterLock(Raster *raster, int32 level, int32 lockMode) +{ + D3dRaster *natras = GETD3DRASTEREXT(raster); + + // check if already locked + if(raster->privateFlags & (Raster::PRIVATELOCK_READ|Raster::PRIVATELOCK_WRITE)) + return nil; + +#ifdef RW_D3D9 + DWORD flags = D3DLOCK_NOSYSLOCK; + if(lockMode & Raster::LOCKREAD) + flags |= D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE; + IDirect3DTexture9 *tex = (IDirect3DTexture9*)natras->texture; + IDirect3DSurface9 *surf, *rt; + D3DLOCKED_RECT lr; + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: { + tex->GetSurfaceLevel(level, &surf); + natras->lockedSurf = surf; + HRESULT res = surf->LockRect(&lr, 0, flags); + assert(res == D3D_OK); + break; + } + + case Raster::CAMERATEXTURE: + case Raster::CAMERA: { + if(lockMode & Raster::PRIVATELOCK_WRITE) + assert(0 && "can't lock framebuffer for writing"); + if(raster->type == Raster::CAMERA) + rt = d3d9Globals.defaultRenderTarget; + else + tex->GetSurfaceLevel(level, &rt); + D3DSURFACE_DESC desc; + rt->GetDesc(&desc); + HRESULT res = d3ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, nil); + if(res != D3D_OK) + return nil; + d3ddevice->GetRenderTargetData(rt, surf); + natras->lockedSurf = surf; + res = surf->LockRect(&lr, 0, flags); + assert(res == D3D_OK); + break; + } + + default: + assert(0 && "can't lock this raster type (yet)"); + } + + raster->pixels = (uint8*)lr.pBits; + raster->width >>= level; + raster->height >>= level; + raster->stride = lr.Pitch; + if(raster->width == 0) raster->width = 1; + if(raster->height == 0) raster->height = 1; +#else + RasterLevels *levels = (RasterLevels*)natras->texture; + raster->pixels = levels->levels[level].data; + raster->width = levels->levels[level].width; + raster->height = levels->levels[level].height; + raster->stride = raster->width*natras->bpp; +#endif + if(lockMode & Raster::LOCKREAD) raster->privateFlags |= Raster::PRIVATELOCK_READ; + if(lockMode & Raster::LOCKWRITE) raster->privateFlags |= Raster::PRIVATELOCK_WRITE; + + return raster->pixels; +} + +void +rasterUnlock(Raster *raster, int32 level) +{ +#if RW_D3D9 + D3dRaster *natras = GETD3DRASTEREXT(raster); + IDirect3DSurface9 *surf = (IDirect3DSurface9*)natras->lockedSurf; + surf->UnlockRect(); + surf->Release(); + natras->lockedSurf = nil; +#endif + raster->width = raster->originalWidth; + raster->height = raster->originalHeight; + raster->stride = raster->originalStride; + raster->pixels = raster->originalPixels; + + raster->privateFlags &= ~(Raster::PRIVATELOCK_READ|Raster::PRIVATELOCK_WRITE); +} + +int32 +rasterNumLevels(Raster *raster) +{ + D3dRaster *natras = GETD3DRASTEREXT(raster); +#ifdef RW_D3D9 + IDirect3DTexture9 *tex = (IDirect3DTexture9*)natras->texture; + return tex->GetLevelCount(); +#else + RasterLevels *levels = (RasterLevels*)natras->texture; + return levels->numlevels; +#endif +} + +// Almost the same as ps2 and gl3 function +bool32 +imageFindRasterFormat(Image *img, int32 type, + int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat) +{ + int32 width, height, depth, format; + + assert((type&0xF) == Raster::TEXTURE); + +// for(width = 1; width < img->width; width <<= 1); +// for(height = 1; height < img->height; height <<= 1); + // Perhaps non-power-of-2 textures are acceptable? + width = img->width; + height = img->height; + + depth = img->depth; + + if(depth <= 8 && !isP8supported) + depth = 32; + + switch(depth){ + case 32: + if(img->hasAlpha()) + format = Raster::C8888; + else{ + format = Raster::C888; + depth = 24; + } + break; + case 24: + format = Raster::C888; + break; + case 16: + format = Raster::C1555; + break; + case 8: + format = Raster::PAL8 | Raster::C8888; + break; + case 4: + format = Raster::PAL4 | Raster::C8888; + break; + default: + RWERROR((ERR_INVRASTER)); + return 0; + } + + format |= type; + + *pWidth = width; + *pHeight = height; + *pDepth = depth; + *pFormat = format; + + return 1; +} + +bool32 +rasterFromImage(Raster *raster, Image *image) +{ + if((raster->type&0xF) != Raster::TEXTURE) + return 0; + + void (*conv)(uint8 *out, uint8 *in) = nil; + + // Unpalettize image if necessary but don't change original + Image *truecolimg = nil; + if(image->depth <= 8 && !isP8supported){ + truecolimg = Image::create(image->width, image->height, image->depth); + truecolimg->pixels = image->pixels; + truecolimg->stride = image->stride; + truecolimg->palette = image->palette; + truecolimg->unpalettize(); + image = truecolimg; + } + + D3dRaster *natras = GETD3DRASTEREXT(raster); + int32 format = raster->format&(Raster::PAL8 | Raster::PAL4 | 0xF00); + switch(image->depth){ + case 32: + if(format == Raster::C8888) + conv = conv_BGRA8888_from_RGBA8888; + else if(format == Raster::C888) + conv = conv_BGR888_from_RGB888; + else + goto err; + break; + case 24: + if(format == Raster::C8888) + conv = conv_BGRA8888_from_RGB888; + else if(format == Raster::C888) + conv = conv_BGR888_from_RGB888; + else + goto err; + break; + case 16: + if(format == Raster::C1555) + conv = conv_ARGB1555_from_ARGB1555; + else + goto err; + break; + case 8: + if(format == (Raster::PAL8 | Raster::C8888)) + conv = conv_8_from_8; + else + goto err; + break; + case 4: + if(format == (Raster::PAL4 | Raster::C8888) || + format == (Raster::PAL8 | Raster::C8888)) + conv = conv_8_from_8; + else + goto err; + break; + default: + err: +fprintf(stderr, "%d %x\n", image->depth, format); fflush(stdout); + RWERROR((ERR_INVRASTER)); + return 0; + } + + uint8 *in, *out; + int pallength = 0; + if(raster->format & Raster::PAL4) + pallength = 16; + else if(raster->format & Raster::PAL8) + pallength = 256; + if(pallength){ + in = image->palette; + out = (uint8*)natras->palette; + for(int32 i = 0; i < pallength; i++){ + conv_RGBA8888_from_RGBA8888(out, in); + in += 4; + out += 4; + } + } + + bool unlock = false; + if(raster->pixels == nil){ + raster->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + unlock = true; + } + + uint8 *pixels = raster->pixels; + assert(pixels); + uint8 *imgpixels = image->pixels; + + int x, y; + assert(image->width == raster->width); + assert(image->height == raster->height); + for(y = 0; y < image->height; y++){ + uint8 *imgrow = imgpixels; + uint8 *rasrow = pixels; + for(x = 0; x < image->width; x++){ + conv(rasrow, imgrow); + imgrow += image->bpp; + rasrow += natras->bpp; + } + imgpixels += image->stride; + pixels += raster->stride; + } + if(unlock) + raster->unlock(0); + + if(truecolimg) + truecolimg->destroy(); + + return 1; +} + +Image* +rasterToImage(Raster *raster) +{ + int32 depth; + Image *image; + + bool unlock = false; + if(raster->pixels == nil){ + raster->lock(0, Raster::LOCKREAD); + unlock = true; + } + + D3dRaster *natras = GETD3DRASTEREXT(raster); + if(natras->customFormat){ + int w = raster->width; + int h = raster->height; + // pixels are in the upper right corner + if(w < 4) w = 4; + if(h < 4) h = 4; + image = Image::create(w, h, 32); + image->allocate(); + uint8 *pix = raster->pixels; + switch(natras->format){ + case D3DFMT_DXT1: + image->setPixelsDXT(1, pix); + if((raster->format & 0xF00) == Raster::C565) + image->removeMask(); + break; + case D3DFMT_DXT3: + image->setPixelsDXT(3, pix); + break; + case D3DFMT_DXT5: + image->setPixelsDXT(5, pix); + break; + default: + image->destroy(); + if(unlock) + raster->unlock(0); + return nil; + } + // fix it up again + image->width = raster->width; + image->height = raster->height; + + if(unlock) + raster->unlock(0); + return image; + } + + void (*conv)(uint8 *out, uint8 *in) = nil; + switch(raster->format & 0xF00){ + case Raster::C1555: + depth = 16; + conv = conv_ARGB1555_from_ARGB1555; + break; + case Raster::C8888: + depth = 32; + conv = conv_RGBA8888_from_BGRA8888; + break; + case Raster::C888: + depth = 24; + conv = conv_RGB888_from_BGR888; + break; + case Raster::C555: + depth = 16; + conv = conv_ARGB1555_from_RGB555; + break; + + default: + case Raster::C565: + case Raster::C4444: + case Raster::LUM8: + RWERROR((ERR_INVRASTER)); + return nil; + } + int32 pallength = 0; + if((raster->format & Raster::PAL4) == Raster::PAL4){ + depth = 4; + pallength = 16; + }else if((raster->format & Raster::PAL8) == Raster::PAL8){ + depth = 8; + pallength = 256; + } + + uint8 *in, *out; + image = Image::create(raster->width, raster->height, depth); + image->allocate(); + + if(pallength){ + out = image->palette; + in = (uint8*)natras->palette; + for(int32 i = 0; i < pallength; i++){ + conv_RGBA8888_from_RGBA8888(out, in); + in += 4; + out += 4; + } + } + + uint8 *imgpixels = image->pixels; + uint8 *pixels = raster->pixels; + + int x, y; + assert(image->width == raster->width); + assert(image->height == raster->height); + for(y = 0; y < image->height; y++){ + uint8 *imgrow = imgpixels; + uint8 *rasrow = pixels; + for(x = 0; x < image->width; x++){ + conv(imgrow, rasrow); + imgrow += image->bpp; + rasrow += natras->bpp; + } + imgpixels += image->stride; + pixels += raster->stride; + } + image->compressPalette(); + + if(unlock) + raster->unlock(0); + + return image; +} + +int32 +getLevelSize(Raster *raster, int32 level) +{ + D3dRaster *ras = GETD3DRASTEREXT(raster); +#ifdef RW_D3D9 + IDirect3DTexture9 *tex = (IDirect3DTexture9*)ras->texture; + D3DSURFACE_DESC desc; + tex->GetLevelDesc(level, &desc); + return calculateTextureSize(desc.Width, desc.Height, 1, desc.Format); +#else + RasterLevels *levels = (RasterLevels*)ras->texture; + return levels->levels[level].size; +#endif +} + +void +allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha) +{ + static uint32 dxtMap[] = { + 0x31545844, // DXT1 + 0x32545844, // DXT2 + 0x33545844, // DXT3 + 0x34545844, // DXT4 + 0x35545844, // DXT5 + }; + D3dRaster *ras = GETD3DRASTEREXT(raster); + ras->format = dxtMap[dxt-1]; + ras->hasAlpha = hasAlpha; + ras->customFormat = 1; + if(ras->autogenMipmap) + numLevels = 0; + else if(raster->format & Raster::MIPMAP) + {} + else + numLevels = 1; + ras->texture = createTexture(raster->width, raster->height, + numLevels, + ras->autogenMipmap ? D3DUSAGE_AUTOGENMIPMAP : 0, + ras->format); + raster->flags &= ~Raster::DONTALLOCATE; +} + +void +setPalette(Raster *raster, void *palette, int32 size) +{ + D3dRaster *ras = GETD3DRASTEREXT(raster); + memcpy(ras->palette, palette, 4*size); +} + +void +setTexels(Raster *raster, void *texels, int32 level) +{ + uint8 *dst = raster->lock(level, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + memcpy(dst, texels, getLevelSize(raster, level)); + raster->unlock(level); +} + +static void* +createNativeRaster(void *object, int32 offset, int32) +{ + D3dRaster *raster = PLUGINOFFSET(D3dRaster, object, offset); + raster->texture = nil; + raster->palette = nil; + raster->lockedSurf = nil; + raster->format = 0; + raster->hasAlpha = 0; + raster->customFormat = 0; + return object; +} + +static void* +destroyNativeRaster(void *object, int32 offset, int32) +{ + Raster *raster = (Raster*)object; + D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, offset); +#ifdef RW_D3D9 + removeVidmemRaster(raster); + evictD3D9Raster(raster); +#endif + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + case Raster::CAMERATEXTURE: + destroyTexture(natras->texture); + break; + + case Raster::ZBUFFER: +#ifdef RW_D3D9 + if(raster->flags & Raster::DONTALLOCATE) + break; + if(natras->texture != d3d9Globals.defaultDepthSurf) + ((IDirect3DSurface9*)natras->texture)->Release(); + natras->texture = nil; +#endif + break; + case Raster::CAMERA: + break; + } + rwFree(natras->palette); + return object; +} + +static void* +copyNativeRaster(void *dst, void *, int32 offset, int32) +{ + D3dRaster *raster = PLUGINOFFSET(D3dRaster, dst, offset); + raster->texture = nil; + raster->palette = nil; + raster->lockedSurf = nil; + raster->format = 0; + raster->hasAlpha = 0; + raster->customFormat = 0; + return dst; +} + +void +registerNativeRaster(void) +{ + nativeRasterOffset = Raster::registerPlugin(sizeof(D3dRaster), + ID_RASTERD3D9, + createNativeRaster, + destroyNativeRaster, + copyNativeRaster); +} + +} +} diff --git a/src/d3d/d3d8.cpp b/src/d3d/d3d8.cpp new file mode 100644 index 0000000..671948f --- /dev/null +++ b/src/d3d/d3d8.cpp @@ -0,0 +1,678 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" +#include "rwd3d8.h" + +#include "rwd3dimpl.h" + +#define PLUGIN_ID 2 + +namespace rw { +namespace d3d8 { +using namespace d3d; + +static void* +driverOpen(void *o, int32, int32) +{ + engine->driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline(); + + engine->driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset; + engine->driver[PLATFORM_D3D8]->rasterCreate = rasterCreate; + engine->driver[PLATFORM_D3D8]->rasterLock = rasterLock; + engine->driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock; + engine->driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels; + engine->driver[PLATFORM_D3D8]->imageFindRasterFormat = imageFindRasterFormat; + engine->driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage; + engine->driver[PLATFORM_D3D8]->rasterToImage = rasterToImage; + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_D3D8, 0, PLATFORM_D3D8, + driverOpen, driverClose); + // shared between D3D8 and 9 + if(nativeRasterOffset == 0) + registerNativeRaster(); +} + +uint32 +makeFVFDeclaration(uint32 flags, int32 numTex) +{ + uint32 fvf = 0x2; + if(flags & Geometry::NORMALS) + fvf |= 0x10; + if(flags & Geometry::PRELIT) + fvf |= 0x40; + fvf |= numTex << 8; + return fvf; +} + +int32 +getStride(uint32 flags, int32 numTex) +{ + int32 stride = 12; + if(flags & Geometry::NORMALS) + stride += 12;; + if(flags & Geometry::PRELIT) + stride += 4; + stride += numTex*8; + return stride; +} + +void* +destroyNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D8) + return object; + InstanceDataHeader *header = + (InstanceDataHeader*)geometry->instData; + geometry->instData = nil; + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + destroyIndexBuffer(inst->indexBuffer); + destroyVertexBuffer(inst->vertexBuffer); + inst++; + } + rwFree(header->inst); + rwFree(header); + return object; +} + +Stream* +readNativeData(Stream *stream, int32, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_D3D8){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geometry->instData = header; + header->platform = PLATFORM_D3D8; + + int32 size = stream->readI32(); + uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY); + stream->read8(data, size); + uint8 *p = data; + header->serialNumber = *(uint16*)p; p += 2; + header->numMeshes = *(uint16*)p; p += 2; + header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + inst->minVert = *(uint32*)p; p += 4; + inst->stride = *(uint32*)p; p += 4; + inst->numVertices = *(uint32*)p; p += 4; + inst->numIndices = *(uint32*)p; p += 4; + uint32 matid = *(uint32*)p; p += 4; + inst->material = geometry->matList.materials[matid]; + inst->vertexShader = *(uint32*)p; p += 4; + inst->primType = *(uint32*)p; p += 4; + inst->indexBuffer = nil; p += 4; + inst->vertexBuffer = nil; p += 4; + inst->baseIndex = 0; p += 4; + inst->vertexAlpha = *p++; + inst->managed = 0; p++; + inst->remapped = 0; p++; // TODO: really unused? and what's that anyway? + inst++; + } + rwFree(data); + + inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + assert(inst->indexBuffer == nil); + inst->indexBuffer = createIndexBuffer(inst->numIndices*2, false); + uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0); + stream->read8(indices, 2*inst->numIndices); + unlockIndices(inst->indexBuffer); + + inst->managed = 1; + assert(inst->vertexBuffer == nil); + inst->vertexBuffer = createVertexBuffer(inst->stride*inst->numVertices, 0, false); + uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + stream->read8(verts, inst->stride*inst->numVertices); + unlockVertices(inst->vertexBuffer); + + inst++; + } + return stream; +} + +Stream* +writeNativeData(Stream *stream, int32 len, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + writeChunkHeader(stream, ID_STRUCT, len-12); + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D8) + return stream; + stream->writeU32(PLATFORM_D3D8); + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + + int32 size = 4 + geometry->meshHeader->numMeshes*0x2C; + uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY); + stream->writeI32(size); + uint8 *p = data; + *(uint16*)p = header->serialNumber; p += 2; + *(uint16*)p = header->numMeshes; p += 2; + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + *(uint32*)p = inst->minVert; p += 4; + *(uint32*)p = inst->stride; p += 4; + *(uint32*)p = inst->numVertices; p += 4; + *(uint32*)p = inst->numIndices; p += 4; + int32 matid = geometry->matList.findIndex(inst->material); + *(int32*)p = matid; p += 4; + *(uint32*)p = inst->vertexShader; p += 4; + *(uint32*)p = inst->primType; p += 4; + *(uint32*)p = 0; p += 4; // index buffer + *(uint32*)p = 0; p += 4; // vertex buffer + *(uint32*)p = inst->baseIndex; p += 4; + *p++ = inst->vertexAlpha; + *p++ = inst->managed; + *p++ = inst->remapped; + inst++; + } + stream->write8(data, size); + rwFree(data); + + inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0); + stream->write8(indices, 2*inst->numIndices); + unlockIndices(inst->indexBuffer); + + uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + stream->write8(verts, inst->stride*inst->numVertices); + unlockVertices(inst->vertexBuffer); + inst++; + } + return stream; +} + +int32 +getSizeNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D8) + return 0; + + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + InstanceData *inst = header->inst; + int32 size = 12 + 4 + 4 + 4 + header->numMeshes*0x2C; + for(int32 i = 0; i < header->numMeshes; i++){ + size += inst->numIndices*2 + inst->numVertices*inst->stride; + inst++; + } + return size; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + + +static void +instance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // TODO: allow for REINSTANCE + if(geo->instData) + return; + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + MeshHeader *meshh = geo->meshHeader; + geo->instData = header; + header->platform = PLATFORM_D3D8; + + header->serialNumber = meshh->serialNum; + header->numMeshes = meshh->numMeshes; + header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + + InstanceData *inst = header->inst; + Mesh *mesh = meshh->getMeshes(); + for(uint32 i = 0; i < header->numMeshes; i++){ + findMinVertAndNumVertices(mesh->indices, mesh->numIndices, + &inst->minVert, &inst->numVertices); + inst->numIndices = mesh->numIndices; + inst->material = mesh->material; + inst->vertexShader = 0; + inst->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST; + inst->vertexBuffer = nil; + inst->baseIndex = 0; // (maybe) not used by us + inst->vertexAlpha = 0; + inst->managed = 0; + inst->remapped = 0; + + inst->indexBuffer = createIndexBuffer(inst->numIndices*2, false); + uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0); + if(inst->minVert == 0) + memcpy(indices, mesh->indices, inst->numIndices*2); + else + for(int32 j = 0; j < inst->numIndices; j++) + indices[j] = mesh->indices[j] - inst->minVert; + unlockIndices(inst->indexBuffer); + + pipe->instanceCB(geo, inst); + mesh++; + inst++; + } +} + +static void +uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + if((geo->flags & Geometry::NATIVE) == 0) + return; + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_D3D8); + geo->numTriangles = geo->meshHeader->guessNumTriangles(); + geo->allocateData(); + geo->allocateMeshes(geo->meshHeader->numMeshes, geo->meshHeader->totalIndices, 0); + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + InstanceData *inst = header->inst; + Mesh *mesh = geo->meshHeader->getMeshes(); + for(uint32 i = 0; i < header->numMeshes; i++){ + uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0); + if(inst->minVert == 0) + memcpy(mesh->indices, indices, inst->numIndices*2); + else + for(int32 j = 0; j < inst->numIndices; j++) + mesh->indices[j] = indices[j] + inst->minVert; + unlockIndices(inst->indexBuffer); + + pipe->uninstanceCB(geo, inst); + mesh++; + inst++; + } + geo->generateTriangles(); + geo->flags &= ~Geometry::NATIVE; + destroyNativeData(geo, 0, 0); +} + +static void +render(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // TODO: allow for REINSTANCE + if(geo->instData == nil) + pipe->instance(atomic); + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_D3D8); + if(pipe->renderCB) + pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData); +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_D3D8); + this->impl.instance = d3d8::instance; + this->impl.uninstance = d3d8::uninstance; + this->impl.render = d3d8::render; + this->instanceCB = nil; + this->uninstanceCB = nil; + this->renderCB = nil; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +void +defaultInstanceCB(Geometry *geo, InstanceData *inst) +{ + inst->vertexShader = makeFVFDeclaration(geo->flags, geo->numTexCoordSets); + inst->stride = getStride(geo->flags, geo->numTexCoordSets); + + assert(inst->vertexBuffer == nil); + inst->vertexBuffer = createVertexBuffer(inst->numVertices*inst->stride, + inst->vertexShader, false); + inst->managed = 1; + + uint8 *dst = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + instV3d(VERT_FLOAT3, dst, + &geo->morphTargets[0].vertices[inst->minVert], + inst->numVertices, inst->stride); + dst += 12; + + if(geo->flags & Geometry::NORMALS){ + instV3d(VERT_FLOAT3, dst, + &geo->morphTargets[0].normals[inst->minVert], + inst->numVertices, inst->stride); + dst += 12; + } + + inst->vertexAlpha = 0; + if(geo->flags & Geometry::PRELIT){ + inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[inst->minVert], + inst->numVertices, inst->stride); + dst += 4; + } + + for(int32 i = 0; i < geo->numTexCoordSets; i++){ + instTexCoords(VERT_FLOAT2, dst, &geo->texCoords[i][inst->minVert], + inst->numVertices, inst->stride); + dst += 8; + } + unlockVertices(inst->vertexBuffer); +} + +void +defaultUninstanceCB(Geometry *geo, InstanceData *inst) +{ + uint8 *src = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + uninstV3d(VERT_FLOAT3, + &geo->morphTargets[0].vertices[inst->minVert], + src, inst->numVertices, inst->stride); + src += 12; + + if(geo->flags & Geometry::NORMALS){ + uninstV3d(VERT_FLOAT3, + &geo->morphTargets[0].normals[inst->minVert], + src, inst->numVertices, inst->stride); + src += 12; + } + + inst->vertexAlpha = 0; + if(geo->flags & Geometry::PRELIT){ + uninstColor(VERT_ARGB, &geo->colors[inst->minVert], src, + inst->numVertices, inst->stride); + src += 4; + } + + for(int32 i = 0; i < geo->numTexCoordSets; i++){ + uninstTexCoords(VERT_FLOAT2, &geo->texCoords[i][inst->minVert], src, + inst->numVertices, inst->stride); + src += 8; + } + unlockVertices(inst->vertexBuffer); +} + +ObjPipeline* +makeDefaultPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = defaultRenderCB; + return pipe; +} + +// Native Texture and Raster + +// only handles 4 and 8 bit textures right now +Raster* +readAsImage(Stream *stream, int32 width, int32 height, int32 depth, int32 format, int32 numLevels) +{ + uint8 palette[256*4]; + int32 pallen = 0; + uint8 *data = nil; + + Image *img = Image::create(width, height, 32); + img->allocate(); + + if(format & Raster::PAL4){ + pallen = 16; + stream->read8(palette, 4*32); + }else if(format & Raster::PAL8){ + pallen = 256; + stream->read8(palette, 4*256); + } + if(!Raster::formatHasAlpha(format)) + for(int32 i = 0; i < pallen; i++) + palette[i*4+3] = 0xFF; + + Raster *ras = nil; + + for(int i = 0; i < numLevels; i++){ + uint32 size = stream->readU32(); + + // don't read levels that don't exist + if(ras && i >= ras->getNumLevels()){ + stream->seek(size); + continue; + } + + // one allocation is enough, first level is largest + if(data == nil) + data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_IMAGE); + stream->read8(data, size); + + if(ras){ + ras->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + img->width = ras->width; + img->height = ras->height; + img->stride = img->width*img->bpp; + } + + if(format & (Raster::PAL4 | Raster::PAL8)){ + uint8 *idx = data; + uint8 *pixels = img->pixels; + for(int y = 0; y < img->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < img->width; x++){ + line[0] = palette[*idx*4+0]; + line[1] = palette[*idx*4+1]; + line[2] = palette[*idx*4+2]; + if(img->bpp > 3) + line[3] = palette[*idx*4+3]; + line += img->bpp; + idx++; + } + pixels += img->stride; + } + } + + if(ras == nil){ + // Important to have filled the image with data + int32 newformat; + Raster::imageFindRasterFormat(img, format&7, &width, &height, &depth, &newformat); + newformat |= format & (Raster::MIPMAP | Raster::AUTOMIPMAP); + ras = Raster::create(width, height, depth, newformat); + ras->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + } + + ras->setFromImage(img); + ras->unlock(i); + } + + rwFree(data); + img->destroy(); + return ras; +} + +Texture* +readNativeTexture(Stream *stream) +{ + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_D3D8){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + Texture *tex = Texture::create(nil); + if(tex == nil) + return nil; + + // Texture + tex->filterAddressing = stream->readU32(); + stream->read8(tex->name, 32); + stream->read8(tex->mask, 32); + + // Raster + uint32 format = stream->readU32(); + bool32 hasAlpha = stream->readI32(); + int32 width = stream->readU16(); + int32 height = stream->readU16(); + int32 depth = stream->readU8(); + int32 numLevels = stream->readU8(); + int32 type = stream->readU8(); + int32 compression = stream->readU8(); + + int32 pallength = 0; + if(format & Raster::PAL4 || format & Raster::PAL8){ + pallength = format & Raster::PAL4 ? 32 : 256; + if(!d3d::isP8supported){ + tex->raster = readAsImage(stream, width, height, depth, format|type, numLevels); + return tex; + } + } + + Raster *raster; + D3dRaster *ras; + if(compression){ + raster = Raster::create(width, height, depth, format | type | Raster::DONTALLOCATE, PLATFORM_D3D8); + ras = GETD3DRASTEREXT(raster); + allocateDXT(raster, compression, numLevels, hasAlpha); + ras->customFormat = 1; + }else{ + raster = Raster::create(width, height, depth, format | type, PLATFORM_D3D8); + ras = GETD3DRASTEREXT(raster); + } + tex->raster = raster; + + // TODO: check if format supported and convert if necessary + + if(pallength != 0) + stream->read8(ras->palette, 4*pallength); + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = stream->readU32(); + if(i < raster->getNumLevels()){ + data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + stream->read8(data, size); + raster->unlock(i); + }else + stream->seek(size); + } + return tex; +} + +void +writeNativeTexture(Texture *tex, Stream *stream) +{ + int32 chunksize = getSizeNativeTexture(tex); + writeChunkHeader(stream, ID_STRUCT, chunksize-12); + stream->writeU32(PLATFORM_D3D8); + + // Texture + stream->writeU32(tex->filterAddressing); + stream->write8(tex->name, 32); + stream->write8(tex->mask, 32); + + // Raster + Raster *raster = tex->raster; + D3dRaster *ras = GETD3DRASTEREXT(raster); + int32 numLevels = raster->getNumLevels(); + stream->writeI32(raster->format); + stream->writeI32(ras->hasAlpha); + stream->writeU16(raster->width); + stream->writeU16(raster->height); + stream->writeU8(raster->depth); + stream->writeU8(numLevels); + stream->writeU8(raster->type); + int32 compression = 0; + if(ras->format) + switch(ras->format){ + case 0x31545844: // DXT1 + compression = 1; + break; + case 0x32545844: // DXT2 + compression = 2; + break; + case 0x33545844: // DXT3 + compression = 3; + break; + case 0x34545844: // DXT4 + compression = 4; + break; + case 0x35545844: // DXT5 + compression = 5; + break; + } + stream->writeU8(compression); + + if(raster->format & Raster::PAL4) + stream->write8(ras->palette, 4*32); + else if(raster->format & Raster::PAL8) + stream->write8(ras->palette, 4*256); + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = getLevelSize(raster, i); + stream->writeU32(size); + data = raster->lock(i, Raster::LOCKREAD); + stream->write8(data, size); + raster->unlock(i); + } +} + +uint32 +getSizeNativeTexture(Texture *tex) +{ + uint32 size = 12 + 72 + 16; + int32 levels = tex->raster->getNumLevels(); + if(tex->raster->format & Raster::PAL4) + size += 4*32; + else if(tex->raster->format & Raster::PAL8) + size += 4*256; + for(int32 i = 0; i < levels; i++) + size += 4 + getLevelSize(tex->raster, i); + return size; +} + +} +} diff --git a/src/d3d/d3d8matfx.cpp b/src/d3d/d3d8matfx.cpp new file mode 100644 index 0000000..580203e --- /dev/null +++ b/src/d3d/d3d8matfx.cpp @@ -0,0 +1,56 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwd3d.h" +#include "rwd3d8.h" + +namespace rw { +namespace d3d8 { +using namespace d3d; + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_D3D8] = makeMatFXPipeline(); + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_D3D8])->destroy(); + matFXGlobals.pipelines[PLATFORM_D3D8] = nil; + return o; +} + +void +initMatFX(void) +{ + Driver::registerPlugin(PLATFORM_D3D8, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = defaultRenderCB; + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +} +} diff --git a/src/d3d/d3d8render.cpp b/src/d3d/d3d8render.cpp new file mode 100644 index 0000000..c5375cb --- /dev/null +++ b/src/d3d/d3d8render.cpp @@ -0,0 +1,65 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" +#include "rwd3d8.h" + +namespace rw { +namespace d3d8 { +using namespace d3d; + +#ifndef RW_D3D9 +void defaultRenderCB(Atomic*, InstanceDataHeader*) {} +#else + +// This is a bit abandoned, use d3d9 instead + +void +defaultRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + RawMatrix world; + + d3d::lightingCB_Fix(atomic); + + uint32 flags = atomic->geometry->flags; + d3d::setRenderState(D3DRS_LIGHTING, !!(flags & rw::Geometry::LIGHT)); + + Frame *f = atomic->getFrame(); + convMatrix(&world, f->getLTM()); + d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + d3d::setTexture(0, inst->material->texture); + d3d::setMaterial(flags, inst->material->color, inst->material->surfaceProps); + + + d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); + d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); + if(flags & Geometry::PRELIT) + d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1); + else + d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); + + d3ddevice->SetFVF(inst->vertexShader); + setStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride); + setIndices((IDirect3DIndexBuffer9*)inst->indexBuffer); + uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3; + d3d::flushCache(); + d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex, + 0, inst->numVertices, 0, numPrim); + inst++; + } +} + +#endif +} +} diff --git a/src/d3d/d3d8skin.cpp b/src/d3d/d3d8skin.cpp new file mode 100644 index 0000000..d9b0921 --- /dev/null +++ b/src/d3d/d3d8skin.cpp @@ -0,0 +1,56 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwd3d.h" +#include "rwd3d8.h" + +namespace rw { +namespace d3d8 { +using namespace d3d; + +static void* +skinOpen(void *o, int32, int32) +{ + skinGlobals.pipelines[PLATFORM_D3D8] = makeSkinPipeline(); + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_D3D8])->destroy(); + skinGlobals.pipelines[PLATFORM_D3D8] = nil; + return o; +} + +void +initSkin(void) +{ + Driver::registerPlugin(PLATFORM_D3D8, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = defaultRenderCB; + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + return pipe; +} + +} +} diff --git a/src/d3d/d3d9.cpp b/src/d3d/d3d9.cpp new file mode 100644 index 0000000..851397b --- /dev/null +++ b/src/d3d/d3d9.cpp @@ -0,0 +1,853 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" +#include "rwd3d9.h" + +#include "rwd3dimpl.h" + +#define PLUGIN_ID 2 + +namespace rw { +namespace d3d9 { +using namespace d3d; + +// TODO: move to header, but not as #define +#ifndef RW_D3D9 +static VertexElement _d3ddec_end = {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}; +#define D3DDECL_END() _d3ddec_end +#endif + +#define NUMDECLELT 12 + +static void* +driverOpen(void *o, int32, int32) +{ +#ifdef RW_D3D9 + createDefaultShaders(); +#endif + engine->driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline(); + + engine->driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset; + engine->driver[PLATFORM_D3D9]->rasterCreate = rasterCreate; + engine->driver[PLATFORM_D3D9]->rasterLock = rasterLock; + engine->driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock; + engine->driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels; + engine->driver[PLATFORM_D3D9]->imageFindRasterFormat = imageFindRasterFormat; + engine->driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage; + engine->driver[PLATFORM_D3D9]->rasterToImage = rasterToImage; + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ +#ifdef RW_D3D9 + destroyDefaultShaders(); +#endif + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_D3D9, 0, PLATFORM_D3D9, + driverOpen, driverClose); + // shared between D3D8 and 9 + if(nativeRasterOffset == 0) + registerNativeRaster(); +} + +void* +createVertexDeclaration(VertexElement *elements) +{ +#ifdef RW_D3D9 + IDirect3DVertexDeclaration9 *decl = 0; + d3ddevice->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl); + if(decl) + d3d9Globals.numVertexDeclarations++; + return decl; +#else + int n = 0; + VertexElement *e = (VertexElement*)elements; + while(e[n++].stream != 0xFF) + ; + e = rwNewT(VertexElement, n, MEMDUR_EVENT | ID_DRIVER); + memcpy(e, elements, n*sizeof(VertexElement)); + return e; +#endif +} + +void +destroyVertexDeclaration(void *declaration) +{ +#ifdef RW_D3D9 + if(declaration){ + if(((IUnknown*)declaration)->Release() != 0) + printf("declaration wasn't destroyed\n"); + d3d9Globals.numVertexDeclarations--; + } +#else + rwFree(declaration); +#endif +} + +uint32 +getDeclaration(void *declaration, VertexElement *elements) +{ +#ifdef RW_D3D9 + IDirect3DVertexDeclaration9 *decl = (IDirect3DVertexDeclaration9*)declaration; + UINT numElt; + decl->GetDeclaration((D3DVERTEXELEMENT9*)elements, &numElt); + return numElt; +#else + int n = 0; + VertexElement *e = (VertexElement*)declaration; + while(e[n++].stream != 0xFF) + ; + if(elements) + memcpy(elements, declaration, n*sizeof(VertexElement)); + return n; +#endif +} + +void +freeInstanceData(Geometry *geometry) +{ + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D9) + return; + InstanceDataHeader *header = + (InstanceDataHeader*)geometry->instData; + geometry->instData = nil; + destroyVertexDeclaration(header->vertexDeclaration); + destroyIndexBuffer(header->indexBuffer); + destroyVertexBuffer(header->vertexStream[0].vertexBuffer); + destroyVertexBuffer(header->vertexStream[1].vertexBuffer); + rwFree(header->inst); + rwFree(header); + return; +} + + +void* +destroyNativeData(void *object, int32, int32) +{ + freeInstanceData((Geometry*)object); + return object; +} + +Stream* +readNativeData(Stream *stream, int32, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_D3D9){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geometry->instData = header; + header->platform = PLATFORM_D3D9; + + int32 size = stream->readI32(); + uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY); + stream->read8(data, size); + uint8 *p = data; + header->serialNumber = *(uint32*)p; p += 4; + header->numMeshes = *(uint32*)p; p += 4; + header->indexBuffer = nil; p += 4; + header->primType = *(uint32*)p; p += 4; + p += 16*2; // skip vertex streams, they're repeated with the vertex buffers + header->useOffsets = *(bool32*)p; p += 4; + header->vertexDeclaration = nil; p += 4; + header->totalNumIndex = *(uint32*)p; p += 4; + header->totalNumVertex = *(uint32*)p; p += 4; + header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + inst->numIndex = *(uint32*)p; p += 4; + inst->minVert = *(uint32*)p; p += 4; + uint32 matid = *(uint32*)p; p += 4; + inst->material = geometry->matList.materials[matid]; + inst->vertexAlpha = *(bool32*)p; p += 4; + inst->vertexShader = nil; p += 4; + inst->baseIndex = 0; p += 4; + inst->numVertices = *(uint32*)p; p += 4; + inst->startIndex = *(uint32*)p; p += 4; + inst->numPrimitives = *(uint32*)p; p += 4; + inst++; + } + + VertexElement elements[NUMDECLELT]; + uint32 numDeclarations = stream->readU32(); + stream->read8(elements, numDeclarations*8); + header->vertexDeclaration = createVertexDeclaration(elements); + + assert(header->indexBuffer == nil); + header->indexBuffer = createIndexBuffer(header->totalNumIndex*2, false); + uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0); + stream->read8(indices, 2*header->totalNumIndex); + unlockIndices(header->indexBuffer); + + VertexStream *s; + p = data; + for(int i = 0; i < 2; i++){ + stream->read8(p, 16); + s = &header->vertexStream[i]; + s->vertexBuffer = (void*)(uintptr)*(uint32*)p; p += 4; + s->offset = 0; p += 4; + s->stride = *(uint32*)p; p += 4; + s->geometryFlags = *(uint16*)p; p += 2; + s->managed = *p++; + s->dynamicLock = *p++; + + if(s->vertexBuffer == nil) + continue; + // TODO: use dynamic VB when doing morphing + assert(s->vertexBuffer == nil); + s->vertexBuffer = createVertexBuffer(s->stride*header->totalNumVertex, 0, false); + uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + stream->read8(verts, s->stride*header->totalNumVertex); + unlockVertices(s->vertexBuffer); + } + + // TODO: somehow depends on number of streams used (baseIndex = minVert when more than one) + inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + inst->baseIndex = inst->minVert + header->vertexStream[0].offset / header->vertexStream[0].stride; + inst++; + } + + rwFree(data); + return stream; +} + +Stream* +writeNativeData(Stream *stream, int32 len, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + writeChunkHeader(stream, ID_STRUCT, len-12); + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D9) + return stream; + stream->writeU32(PLATFORM_D3D9); + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + int32 size = 64 + geometry->meshHeader->numMeshes*36; + uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY); + stream->writeI32(size); + + uint8 *p = data; + *(uint32*)p = header->serialNumber; p += 4; + *(uint32*)p = header->numMeshes; p += 4; + p += 4; // skip index buffer + *(uint32*)p = header->primType; p += 4; + p += 16*2; // skip vertex streams, they're repeated with the vertex buffers + *(bool32*)p = header->useOffsets; p += 4; + p += 4; // skip vertex declaration + *(uint32*)p = header->totalNumIndex; p += 4; + *(uint32*)p = header->totalNumVertex; p += 4; + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + *(uint32*)p = inst->numIndex; p += 4; + *(uint32*)p = inst->minVert; p += 4; + int32 matid = geometry->matList.findIndex(inst->material); + *(int32*)p = matid; p += 4; + *(bool32*)p = inst->vertexAlpha; p += 4; + *(uint32*)p = 0; p += 4; // vertex shader + *(uint32*)p = inst->baseIndex; p += 4; // not used but meh... + *(uint32*)p = inst->numVertices; p += 4; + *(uint32*)p = inst->startIndex; p += 4; + *(uint32*)p = inst->numPrimitives; p += 4; + inst++; + } + stream->write8(data, size); + + VertexElement elements[NUMDECLELT]; + uint32 numElt = getDeclaration(header->vertexDeclaration, elements); + stream->writeU32(numElt); + stream->write8(elements, 8*numElt); + + uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0); + stream->write8(indices, 2*header->totalNumIndex); + unlockIndices(header->indexBuffer); + + VertexStream *s; + for(int i = 0; i < 2; i++){ + s = &header->vertexStream[i]; + p = data; + *(uint32*)p = s->vertexBuffer ? 0xbadeaffe : 0; p += 4; + *(uint32*)p = s->offset; p += 4; + *(uint32*)p = s->stride; p += 4; + *(uint16*)p = s->geometryFlags; p += 2; + *p++ = s->managed; + *p++ = s->dynamicLock; + stream->write8(data, 16); + + if(s->vertexBuffer == nil) + continue; + uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + stream->write8(verts, s->stride*header->totalNumVertex); + unlockVertices(s->vertexBuffer); + } + + rwFree(data); + return stream; +} + +int32 +getSizeNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_D3D9) + return 0; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + int32 size = 12 + 4 + 4 + 64 + header->numMeshes*36; + uint32 numElt = getDeclaration(header->vertexDeclaration, nil); + size += 4 + numElt*8; + size += 2*header->totalNumIndex; + size += 0x10 + header->vertexStream[0].stride*header->totalNumVertex; + size += 0x10 + header->vertexStream[1].stride*header->totalNumVertex; + return size; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + +static InstanceDataHeader* +instanceMesh(rw::ObjPipeline *rwpipe, Geometry *geo) +{ + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + MeshHeader *meshh = geo->meshHeader; + header->platform = PLATFORM_D3D9; + + header->serialNumber = meshh->serialNum; + header->numMeshes = meshh->numMeshes; + header->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST; + header->useOffsets = 0; + header->vertexDeclaration = nil; + header->totalNumVertex = geo->numVertices; + header->totalNumIndex = meshh->totalIndices; + header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + + header->indexBuffer = createIndexBuffer(header->totalNumIndex*2, false); + + uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0); + InstanceData *inst = header->inst; + Mesh *mesh = meshh->getMeshes(); + uint32 startindex = 0; + for(uint32 i = 0; i < header->numMeshes; i++){ + findMinVertAndNumVertices(mesh->indices, mesh->numIndices, + &inst->minVert, (int32*)&inst->numVertices); + inst->numIndex = mesh->numIndices; + inst->material = mesh->material; + inst->vertexAlpha = 0; + inst->vertexShader = nil; + inst->baseIndex = inst->minVert; + inst->startIndex = startindex; + inst->numPrimitives = header->primType == D3DPT_TRIANGLESTRIP ? inst->numIndex-2 : inst->numIndex/3; + if(inst->minVert == 0) + memcpy(&indices[inst->startIndex], mesh->indices, inst->numIndex*2); + else + for(uint32 j = 0; j < inst->numIndex; j++) + indices[inst->startIndex+j] = mesh->indices[j] - inst->minVert; + startindex += inst->numIndex; + mesh++; + inst++; + } + unlockIndices(header->indexBuffer); + + memset(&header->vertexStream, 0, 2*sizeof(VertexStream)); + + return header; +} + +static void +instance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // don't try to (re)instance native data + if(geo->flags & Geometry::NATIVE) + return; + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + if(geo->instData){ + // Already have instanced data, so check if we have to reinstance + assert(header->platform == PLATFORM_D3D9); + if(header->serialNumber != geo->meshHeader->serialNum){ + // Mesh changed, so reinstance everything + freeInstanceData(geo); + } + } + + // no instance or complete reinstance + if(geo->instData == nil){ + geo->instData = instanceMesh(rwpipe, geo); + pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 0); + }else if(geo->lockedSinceInst) + pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 1); + + geo->lockedSinceInst = 0; +} + +static void +uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + if((geo->flags & Geometry::NATIVE) == 0) + return; + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_D3D9); + geo->numTriangles = geo->meshHeader->guessNumTriangles(); + geo->allocateData(); + geo->allocateMeshes(geo->meshHeader->numMeshes, geo->meshHeader->totalIndices, 0); + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0); + InstanceData *inst = header->inst; + Mesh *mesh = geo->meshHeader->getMeshes(); + for(uint32 i = 0; i < header->numMeshes; i++){ + if(inst->minVert == 0) + memcpy(mesh->indices, &indices[inst->startIndex], inst->numIndex*2); + else + for(uint32 j = 0; j < inst->numIndex; j++) + mesh->indices[j] = indices[inst->startIndex+j] + inst->minVert; + mesh++; + inst++; + } + unlockIndices(header->indexBuffer); + + pipe->uninstanceCB(geo, header); + geo->generateTriangles(); + geo->flags &= ~Geometry::NATIVE; + destroyNativeData(geo, 0, 0); +} + +static void +render(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + pipe->instance(atomic); + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_D3D9); + if(pipe->renderCB) + pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData); +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_D3D9); + this->impl.instance = d3d9::instance; + this->impl.uninstance = d3d9::uninstance; + this->impl.render = d3d9::render; + this->instanceCB = nil; + this->uninstanceCB = nil; + this->renderCB = nil; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +void +defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) +{ + int i = 0; + VertexElement dcl[NUMDECLELT]; + VertexStream *s = &header->vertexStream[0]; + + bool isPrelit = (geo->flags & Geometry::PRELIT) != 0; + bool hasNormals = (geo->flags & Geometry::NORMALS) != 0; + + // TODO: support both vertex buffers + + if(!reinstance){ + // Create declarations and buffers only the first time + + assert(s->vertexBuffer == nil); + s->offset = 0; + s->managed = 1; + s->geometryFlags = 0; + s->dynamicLock = 0; + + dcl[i].stream = 0; + dcl[i].offset = 0; + dcl[i].type = D3DDECLTYPE_FLOAT3; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_POSITION; + dcl[i].usageIndex = 0; + i++; + uint16 stride = 12; + s->geometryFlags |= 0x2; + + if(isPrelit){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_D3DCOLOR; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_COLOR; + dcl[i].usageIndex = 0; + i++; + s->geometryFlags |= 0x8; + stride += 4; + } + + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_FLOAT2; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_TEXCOORD; + dcl[i].usageIndex = (uint8)n; + i++; + s->geometryFlags |= 0x10 << n; + stride += 8; + } + + if(hasNormals){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_FLOAT3; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_NORMAL; + dcl[i].usageIndex = 0; + i++; + s->geometryFlags |= 0x4; + stride += 12; + } + + // We expect some attributes to always be there, use the constant buffer as fallback + if(!isPrelit){ + dcl[i].stream = 2; + dcl[i].offset = offsetof(VertexConstantData, color); + dcl[i].type = D3DDECLTYPE_D3DCOLOR; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_COLOR; + dcl[i].usageIndex = 0; + i++; + } + if(geo->numTexCoordSets == 0){ + dcl[i].stream = 2; + dcl[i].offset = offsetof(VertexConstantData, texCoors[0]); + dcl[i].type = D3DDECLTYPE_FLOAT2; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_TEXCOORD; + dcl[i].usageIndex = 0; + i++; + } + + dcl[i] = D3DDECL_END(); + s->stride = stride; + + assert(header->vertexDeclaration == nil); + header->vertexDeclaration = createVertexDeclaration((VertexElement*)dcl); + + assert(s->vertexBuffer == nil); + s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, 0, false); + }else + getDeclaration(header->vertexDeclaration, dcl); + + uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + + // Instance vertices + if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++) + ; + instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + geo->morphTargets[0].vertices, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + // Instance prelight colors + if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++) + ; + InstanceData *inst = header->inst; + uint32 n = header->numMeshes; + while(n--){ + uint32 stride = header->vertexStream[dcl[i].stream].stride; + inst->vertexAlpha = instColor(vertFormatMap[dcl[i].type], + verts + dcl[i].offset + stride*inst->minVert, + geo->colors + inst->minVert, + inst->numVertices, + stride); + inst++; + } + } + + // Instance tex coords + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<texCoords[n], + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + } + + // Instance normals + if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++) + ; + instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + geo->morphTargets[0].normals, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + unlockVertices(s->vertexBuffer); +} + +void +defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + VertexElement dcl[NUMDECLELT]; + + uint8 *verts[2]; + verts[0] = lockVertices(header->vertexStream[0].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + verts[1] = lockVertices(header->vertexStream[1].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + getDeclaration(header->vertexDeclaration, dcl); + + int i; + for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++) + ; + uninstV3d(vertFormatMap[dcl[i].type], + geo->morphTargets[0].vertices, + verts[dcl[i].stream] + dcl[i].offset, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + + if(geo->flags & Geometry::PRELIT){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++) + ; + uninstColor(vertFormatMap[dcl[i].type], + geo->colors, + verts[dcl[i].stream] + dcl[i].offset, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != n; i++) + ; + uninstTexCoords(vertFormatMap[dcl[i].type], + geo->texCoords[n], + verts[dcl[i].stream] + dcl[i].offset, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + if(geo->flags & Geometry::NORMALS){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++) + ; + uninstV3d(vertFormatMap[dcl[i].type], + geo->morphTargets[0].normals, + verts[dcl[i].stream] + dcl[i].offset, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + unlockVertices(verts[0]); + unlockVertices(verts[1]); +} + +ObjPipeline* +makeDefaultPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = defaultRenderCB_Shader; + return pipe; +} + +// Native Texture and Raster + +Texture* +readNativeTexture(Stream *stream) +{ + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_D3D9){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + Texture *tex = Texture::create(nil); + if(tex == nil) + return nil; + + // Texture + tex->filterAddressing = stream->readU32(); + stream->read8(tex->name, 32); + stream->read8(tex->mask, 32); + + // Raster + int32 format = stream->readI32(); + int32 d3dformat = stream->readI32(); + int32 width = stream->readU16(); + int32 height = stream->readU16(); + int32 depth = stream->readU8(); + int32 numLevels = stream->readU8(); + int32 type = stream->readU8(); +/* +#define HAS_ALPHA (1<<0) +#define IS_CUBE (1<<1) +#define USE_AUTOMIPMAPGEN (1<<2) +#define IS_COMPRESSED (1<<3) +*/ + int32 flags = stream->readU8(); + + Raster *raster; + D3dRaster *ext; + + if(flags & 8){ + // is compressed + assert((flags & 2) == 0 && "Can't have cube maps yet"); + raster = Raster::create(width, height, depth, format | type | Raster::DONTALLOCATE, PLATFORM_D3D9); + assert(raster); + ext = GETD3DRASTEREXT(raster); + ext->format = d3dformat; + ext->hasAlpha = flags & 1; + ext->texture = createTexture(raster->width, raster->height, + raster->format & Raster::MIPMAP ? numLevels : 1, + 0, + ext->format); + assert(ext->texture); + raster->flags &= ~Raster::DONTALLOCATE; + ext->customFormat = 1; + }else if(flags & 2){ + assert(0 && "Can't have cube maps yet"); + }else{ + raster = Raster::create(width, height, depth, format | type, PLATFORM_D3D9); + assert(raster); + ext = GETD3DRASTEREXT(raster); + } + tex->raster = raster; + + // TODO: check if format supported and convert if necessary + + if(raster->format & Raster::PAL4) + stream->read8(ext->palette, 4*32); + else if(raster->format & Raster::PAL8) + stream->read8(ext->palette, 4*256); + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = stream->readU32(); + if(i < raster->getNumLevels()){ + data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + stream->read8(data, size); + raster->unlock(i); + }else + stream->seek(size); + } + return tex; +} + +void +writeNativeTexture(Texture *tex, Stream *stream) +{ + int32 chunksize = getSizeNativeTexture(tex); + writeChunkHeader(stream, ID_STRUCT, chunksize-12); + stream->writeU32(PLATFORM_D3D9); + + // Texture + stream->writeU32(tex->filterAddressing); + stream->write8(tex->name, 32); + stream->write8(tex->mask, 32); + + // Raster + Raster *raster = tex->raster; + D3dRaster *ext = GETD3DRASTEREXT(raster); + int32 numLevels = raster->getNumLevels(); + stream->writeI32(raster->format); + stream->writeU32(ext->format); + stream->writeU16(raster->width); + stream->writeU16(raster->height); + stream->writeU8(raster->depth); + stream->writeU8(numLevels); + stream->writeU8(raster->type); + uint8 flags = 0; + if(ext->hasAlpha) + flags |= 1; + // no cube supported yet + if(ext->autogenMipmap) + flags |= 4; + if(ext->customFormat) + flags |= 8; + stream->writeU8(flags); + + if(raster->format & Raster::PAL4) + stream->write8(ext->palette, 4*32); + else if(raster->format & Raster::PAL8) + stream->write8(ext->palette, 4*256); + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = getLevelSize(raster, i); + stream->writeU32(size); + data = raster->lock(i, Raster::LOCKREAD); + stream->write8(data, size); + raster->unlock(i); + } +} + +uint32 +getSizeNativeTexture(Texture *tex) +{ + uint32 size = 12 + 72 + 16; + int32 levels = tex->raster->getNumLevels(); + if(tex->raster->format & Raster::PAL4) + size += 4*32; + else if(tex->raster->format & Raster::PAL8) + size += 4*256; + for(int32 i = 0; i < levels; i++) + size += 4 + getLevelSize(tex->raster, i); + return size; +} + +} +} diff --git a/src/d3d/d3d9matfx.cpp b/src/d3d/d3d9matfx.cpp new file mode 100644 index 0000000..d544e65 --- /dev/null +++ b/src/d3d/d3d9matfx.cpp @@ -0,0 +1,313 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwrender.h" +#include "../rwplugins.h" +#include "rwd3d.h" +#include "rwd3d9.h" + +namespace rw { +namespace d3d9 { +using namespace d3d; + +#ifndef RW_D3D9 +void matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header) {} +#else + +static void *matfx_env_amb_VS; +static void *matfx_env_amb_dir_VS; +static void *matfx_env_all_VS; +static void *matfx_env_PS; +static void *matfx_env_tex_PS; + +enum +{ + VSLOC_texMat = VSLOC_afterLights, + VSLOC_colorClamp = VSLOC_texMat + 4, + VSLOC_envColor, + + PSLOC_shininess = 1, +}; + +void +matfxRender_Default(InstanceDataHeader *header, InstanceData *inst, int32 lightBits) +{ + Material *m = inst->material; + + // Pick a shader + if((lightBits & VSLIGHT_MASK) == 0) + setVertexShader(default_amb_VS); + else if((lightBits & VSLIGHT_MASK) == VSLIGHT_DIRECT) + setVertexShader(default_amb_dir_VS); + else + setVertexShader(default_all_VS); + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + if(inst->material->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); +} + +static Frame *lastEnvFrame; + +static RawMatrix normal2texcoord = { + { 0.5f, 0.0f, 0.0f }, 0.0f, + { 0.0f, -0.5f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.5f, 0.5f, 0.0f }, 1.0f +}; + +void +uploadEnvMatrix(Frame *frame) +{ + Matrix invMat; + if(frame == nil) + frame = engine->currentCamera->getFrame(); + + // cache the matrix across multiple meshes +// can't do it, frame matrix may change +// if(frame == lastEnvFrame) +// return; +// lastEnvFrame = frame; + + RawMatrix envMtx, invMtx; + Matrix::invert(&invMat, frame->getLTM()); + convMatrix(&invMtx, &invMat); + invMtx.pos.set(0.0f, 0.0f, 0.0f); + float uscale = fabs(normal2texcoord.right.x); + normal2texcoord.right.x = MatFX::envMapFlipU ? -uscale : uscale; + RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord); + d3ddevice->SetVertexShaderConstantF(VSLOC_texMat, (float*)&envMtx, 4); +} + +void +matfxRender_EnvMap(InstanceDataHeader *header, InstanceData *inst, int32 lightBits, MatFX::Env *env) +{ + Material *m = inst->material; + + if(env->tex == nil || env->coefficient == 0.0f){ + matfxRender_Default(header, inst, lightBits); + return; + } + + d3d::setTexture(1, env->tex); + uploadEnvMatrix(env->frame); + + SetRenderState(SRCBLEND, BLENDONE); + + static float zero[4]; + static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + struct { + float shininess; + float disableFBA; + float unused[2]; + } fxparams; + fxparams.shininess = env->coefficient; + fxparams.disableFBA = env->fbAlpha ? 0.0f : 1.0f; + d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&fxparams, 1); + // This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx + if(MatFX::envMapApplyLight) + d3ddevice->SetVertexShaderConstantF(VSLOC_colorClamp, zero, 1); + else + d3ddevice->SetVertexShaderConstantF(VSLOC_colorClamp, one, 1); + RGBAf envcol[4]; + if(MatFX::envMapUseMatColor) + convColor(envcol, &m->color); + else + convColor(envcol, &MatFX::envMapColor); + d3ddevice->SetVertexShaderConstantF(VSLOC_envColor, (float*)&envcol, 1); + + // Pick a shader + if((lightBits & VSLIGHT_MASK) == 0) + setVertexShader(matfx_env_amb_VS); + else if((lightBits & VSLIGHT_MASK) == VSLIGHT_DIRECT) + setVertexShader(matfx_env_amb_dir_VS); + else + setVertexShader(matfx_env_all_VS); + + bool32 texAlpha = GETD3DRASTEREXT(env->tex->raster)->hasAlpha; + + if(inst->material->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(matfx_env_tex_PS); + }else + setPixelShader(matfx_env_PS); + + SetRenderState(VERTEXALPHA, texAlpha || inst->vertexAlpha || m->color.alpha != 255); + + drawInst(header, inst); + + SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header) +{ + int vsBits; + uint32 flags = atomic->geometry->flags; + setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, + 0, header->vertexStream[0].stride); + setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); + setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration); + + lastEnvFrame = nil; + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + bool normals = !!(atomic->geometry->flags & Geometry::NORMALS); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + setMaterial(flags, m->color, m->surfaceProps); + + MatFX *matfx = MatFX::get(m); + if(matfx == nil) + matfxRender_Default(header, inst, vsBits); + else switch(matfx->type){ + case MatFX::ENVMAP: + if(normals) + matfxRender_EnvMap(header, inst, vsBits, &matfx->fx[0].env); + else + matfxRender_Default(header, inst, vsBits); + break; + case MatFX::NOTHING: + case MatFX::BUMPMAP: + case MatFX::BUMPENVMAP: + case MatFX::DUAL: + case MatFX::UVTRANSFORM: + case MatFX::DUALUVTRANSFORM: + // not supported yet + matfxRender_Default(header, inst, vsBits); + break; + } + + inst++; + } + d3d::setTexture(1, nil); +} + +#define VS_NAME g_vs20_main +#define PS_NAME g_ps20_main + +void +createMatFXShaders(void) +{ + { + static +#include "shaders/matfx_env_amb_VS.h" + matfx_env_amb_VS = createVertexShader((void*)VS_NAME); + assert(matfx_env_amb_VS); + } + { + static +#include "shaders/matfx_env_amb_dir_VS.h" + matfx_env_amb_dir_VS = createVertexShader((void*)VS_NAME); + assert(matfx_env_amb_dir_VS); + } + { + static +#include "shaders/matfx_env_all_VS.h" + matfx_env_all_VS = createVertexShader((void*)VS_NAME); + assert(matfx_env_all_VS); + } + + + { + static +#include "shaders/matfx_env_PS.h" + matfx_env_PS = createPixelShader((void*)PS_NAME); + assert(matfx_env_PS); + } + { + static +#include "shaders/matfx_env_tex_PS.h" + matfx_env_tex_PS = createPixelShader((void*)PS_NAME); + assert(matfx_env_tex_PS); + } + +} + +void +destroyMatFXShaders(void) +{ + destroyVertexShader(matfx_env_amb_VS); + matfx_env_amb_VS = nil; + + destroyVertexShader(matfx_env_amb_dir_VS); + matfx_env_amb_dir_VS = nil; + + destroyVertexShader(matfx_env_all_VS); + matfx_env_all_VS = nil; + + + destroyPixelShader(matfx_env_PS); + matfx_env_PS = nil; + + destroyPixelShader(matfx_env_tex_PS); + matfx_env_tex_PS = nil; +} + +#endif + +static void* +matfxOpen(void *o, int32, int32) +{ +#ifdef RW_D3D9 + createMatFXShaders(); +#endif + + matFXGlobals.pipelines[PLATFORM_D3D9] = makeMatFXPipeline(); + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ +#ifdef RW_D3D9 + destroyMatFXShaders(); +#endif + + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_D3D9])->destroy(); + matFXGlobals.pipelines[PLATFORM_D3D9] = nil; + return o; +} + +void +initMatFX(void) +{ + Driver::registerPlugin(PLATFORM_D3D9, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = matfxRenderCB_Shader; + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +} +} diff --git a/src/d3d/d3d9render.cpp b/src/d3d/d3d9render.cpp new file mode 100644 index 0000000..89d937f --- /dev/null +++ b/src/d3d/d3d9render.cpp @@ -0,0 +1,185 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "../rwrender.h" +#include "rwd3d.h" +#include "rwd3d9.h" + +namespace rw { +namespace d3d9 { +using namespace d3d; + +#ifndef RW_D3D9 +void defaultRenderCB(Atomic*, InstanceDataHeader*) {} +void defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header) {} +#else + +void +drawInst_simple(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst) +{ + d3d::flushCache(); + d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex, + 0, inst->numVertices, + inst->startIndex, inst->numPrimitives); +} + +// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer +void +drawInst_GSemu(d3d9::InstanceDataHeader *header, InstanceData *inst) +{ + uint32 hasAlpha; + int alphafunc, alpharef, gsalpharef; + int zwrite; + d3d::getRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha); + if(hasAlpha){ + zwrite = rw::GetRenderState(rw::ZWRITEENABLE); + alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC); + if(zwrite){ + alpharef = rw::GetRenderState(rw::ALPHATESTREF); + gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF); + + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL); + SetRenderState(rw::ALPHATESTREF, gsalpharef); + drawInst_simple(header, inst); + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS); + SetRenderState(rw::ZWRITEENABLE, 0); + drawInst_simple(header, inst); + SetRenderState(rw::ZWRITEENABLE, 1); + SetRenderState(rw::ALPHATESTFUNC, alphafunc); + SetRenderState(rw::ALPHATESTREF, alpharef); + }else{ + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS); + drawInst_simple(header, inst); + SetRenderState(rw::ALPHATESTFUNC, alphafunc); + } + }else + drawInst_simple(header, inst); +} + +void +drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst) +{ + if(rw::GetRenderState(rw::GSALPHATEST)) + drawInst_GSemu(header, inst); + else + drawInst_simple(header, inst); +} + +/* +void +defaultRenderCB_Fix(Atomic *atomic, InstanceDataHeader *header) +{ + RawMatrix world; + Geometry *geo = atomic->geometry; + + int lighting = !!(geo->flags & rw::Geometry::LIGHT); + if(lighting) + d3d::lightingCB_Fix(atomic); + + d3d::setRenderState(D3DRS_LIGHTING, lighting); + + Frame *f = atomic->getFrame(); + convMatrix(&world, f->getLTM()); + d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world); + + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + SetRenderState(VERTEXALPHA, inst->vertexAlpha || inst->material->color.alpha != 255); + const static rw::RGBA white = { 255, 255, 255, 255 }; + d3d::setMaterial(white, inst->material->surfaceProps); + + d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); + if(geo->flags & Geometry::PRELIT) + d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1); + else + d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); + d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha ? D3DMCS_COLOR1 : D3DMCS_MATERIAL); + + if(inst->material->texture){ + // Texture + d3d::setTexture(0, inst->material->texture); + d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3d::setTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE); + d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3d::setTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); + }else{ + d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + } + + // Material colour + const rw::RGBA *col = &inst->material->color; + d3d::setTextureStageState(1, D3DTSS_CONSTANT, D3DCOLOR_ARGB(col->alpha,col->red,col->green,col->blue)); + d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3d::setTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3d::setTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CONSTANT); + d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3d::setTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3d::setTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CONSTANT); + + drawInst(header, inst); + inst++; + } + d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); +} +*/ + +void +defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header) +{ + int vsBits; + uint32 flags = atomic->geometry->flags; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + // Pick a shader + if((vsBits & VSLIGHT_MASK) == 0) + setVertexShader(default_amb_VS); + else if((vsBits & VSLIGHT_MASK) == VSLIGHT_DIRECT) + setVertexShader(default_amb_dir_VS); + else + setVertexShader(default_all_VS); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(flags, m->color, m->surfaceProps); + + if(m->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +#endif +} +} diff --git a/src/d3d/d3d9skin.cpp b/src/d3d/d3d9skin.cpp new file mode 100644 index 0000000..86c79ab --- /dev/null +++ b/src/d3d/d3d9skin.cpp @@ -0,0 +1,418 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwd3d.h" +#include "rwd3d9.h" + +namespace rw { +namespace d3d9 { +using namespace d3d; + +#ifndef RW_D3D9 +void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) {} +void skinRenderCB(Atomic *atomic, InstanceDataHeader *header) {} +#else + + +static void *skin_amb_VS; +static void *skin_amb_dir_VS; +static void *skin_all_VS; + +#define NUMDECLELT 14 + +void +skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) +{ + int i = 0; + VertexElement dcl[NUMDECLELT]; + VertexStream *s = &header->vertexStream[0]; + + bool isPrelit = (geo->flags & Geometry::PRELIT) != 0; + bool hasNormals = (geo->flags & Geometry::NORMALS) != 0; + + // TODO: support both vertex buffers + + if(!reinstance){ + // Create declarations and buffers only the first time + + assert(s->vertexBuffer == nil); + s->offset = 0; + s->managed = 1; + s->geometryFlags = 0; + s->dynamicLock = 0; + + dcl[i].stream = 0; + dcl[i].offset = 0; + dcl[i].type = D3DDECLTYPE_FLOAT3; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_POSITION; + dcl[i].usageIndex = 0; + i++; + uint16 stride = 12; + s->geometryFlags |= 0x2; + + if(isPrelit){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_D3DCOLOR; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_COLOR; + dcl[i].usageIndex = 0; + i++; + s->geometryFlags |= 0x8; + stride += 4; + } + + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_FLOAT2; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_TEXCOORD; + dcl[i].usageIndex = (uint8)n; + i++; + s->geometryFlags |= 0x10 << n; + stride += 8; + } + + if(hasNormals){ + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_FLOAT3; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_NORMAL; + dcl[i].usageIndex = 0; + i++; + s->geometryFlags |= 0x4; + stride += 12; + } + + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_FLOAT4; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_BLENDWEIGHT; + dcl[i].usageIndex = 0; + i++; + stride += 16; + + dcl[i].stream = 0; + dcl[i].offset = stride; + dcl[i].type = D3DDECLTYPE_UBYTE4; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_BLENDINDICES; + dcl[i].usageIndex = 0; + i++; + stride += 4; + + // We expect some attributes to always be there, use the constant buffer as fallback + if(!isPrelit){ + dcl[i].stream = 2; + dcl[i].offset = offsetof(VertexConstantData, color); + dcl[i].type = D3DDECLTYPE_D3DCOLOR; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_COLOR; + dcl[i].usageIndex = 0; + i++; + } + if(geo->numTexCoordSets == 0){ + dcl[i].stream = 2; + dcl[i].offset = offsetof(VertexConstantData, texCoors[0]); + dcl[i].type = D3DDECLTYPE_FLOAT2; + dcl[i].method = D3DDECLMETHOD_DEFAULT; + dcl[i].usage = D3DDECLUSAGE_TEXCOORD; + dcl[i].usageIndex = 0; + i++; + } + + dcl[i] = D3DDECL_END(); + s->stride = stride; + + assert(header->vertexDeclaration == nil); + header->vertexDeclaration = createVertexDeclaration((VertexElement*)dcl); + + assert(s->vertexBuffer == nil); + s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, 0, false); + }else + getDeclaration(header->vertexDeclaration, dcl); + + Skin *skin = Skin::get(geo); + uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK); + + // Instance vertices + if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++) + ; + instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + geo->morphTargets[0].vertices, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + // Instance prelight colors + if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++) + ; + InstanceData *inst = header->inst; + uint32 n = header->numMeshes; + while(n--){ + uint32 stride = header->vertexStream[dcl[i].stream].stride; + inst->vertexAlpha = instColor(vertFormatMap[dcl[i].type], + verts + dcl[i].offset + stride*inst->minVert, + geo->colors + inst->minVert, + inst->numVertices, + stride); + inst++; + } + } + + // Instance tex coords + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<texCoords[n], + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + } + + // Instance normals + if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++) + ; + instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + geo->morphTargets[0].normals, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + // Instance skin weights + if(!reinstance){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_BLENDWEIGHT || dcl[i].usageIndex != 0; i++) + ; + instV4d(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + (V4d*)skin->weights, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + // Instance skin indices + if(!reinstance){ + for(i = 0; dcl[i].usage != D3DDECLUSAGE_BLENDINDICES || dcl[i].usageIndex != 0; i++) + ; + // not really colors of course but what the heck + instColor(vertFormatMap[dcl[i].type], verts + dcl[i].offset, + (RGBA*)skin->indices, + header->totalNumVertex, + header->vertexStream[dcl[i].stream].stride); + } + + unlockVertices(s->vertexBuffer); +} + +enum +{ + VSLOC_boneMatrices = VSLOC_afterLights +}; + +static float skinMatrices[64*16]; + +void +uploadSkinMatrices(Atomic *a) +{ + int i; + Skin *skin = Skin::get(a->geometry); + float *m = skinMatrices; + HAnimHierarchy *hier = Skin::getHierarchy(a); + + if(hier){ + Matrix *invMats = (Matrix*)skin->inverseMatrices; + Matrix tmp, tmp2; + + assert(skin->numBones == hier->numNodes); + if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){ + for(i = 0; i < hier->numNodes; i++){ + invMats[i].flags = 0; + Matrix::mult(&tmp, &invMats[i], &hier->matrices[i]); + RawMatrix::transpose((RawMatrix*)m, (RawMatrix*)&tmp); + m += 12; + } + }else{ + Matrix invAtmMat; + Matrix::invert(&invAtmMat, a->getFrame()->getLTM()); + for(i = 0; i < hier->numNodes; i++){ + invMats[i].flags = 0; + Matrix::mult(&tmp, &hier->matrices[i], &invAtmMat); + Matrix::mult(&tmp2, &invMats[i], &tmp); + RawMatrix::transpose((RawMatrix*)m, (RawMatrix*)&tmp2); + m += 12; + } + } + }else{ + for(i = 0; i < skin->numBones; i++){ + m[0] = 1.0f; + m[1] = 0.0f; + m[2] = 0.0f; + m[3] = 0.0f; + + m[4] = 0.0f; + m[5] = 1.0f; + m[6] = 0.0f; + m[7] = 0.0f; + + m[8] = 0.0f; + m[9] = 0.0f; + m[10] = 1.0f; + m[11] = 0.0f; + + m += 12; + } + } + d3ddevice->SetVertexShaderConstantF(VSLOC_boneMatrices, skinMatrices, skin->numBones*3); +} + +void +skinRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + int vsBits; + uint32 flags = atomic->geometry->flags; + setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, + 0, header->vertexStream[0].stride); + setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); + setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + uploadSkinMatrices(atomic); + + // Pick a shader + if((vsBits & VSLIGHT_MASK) == 0) + setVertexShader(skin_amb_VS); + else if((vsBits & VSLIGHT_MASK) == VSLIGHT_DIRECT) + setVertexShader(skin_amb_dir_VS); + else + setVertexShader(skin_all_VS); + + InstanceData *inst = header->inst; + for(uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(flags, m->color, m->surfaceProps); + + if(inst->material->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +#define VS_NAME g_vs20_main +#define PS_NAME g_ps20_main + +void +createSkinShaders(void) +{ + { + static +#include "shaders/skin_amb_VS.h" + skin_amb_VS = createVertexShader((void*)VS_NAME); + assert(skin_amb_VS); + } + { + static +#include "shaders/skin_amb_dir_VS.h" + skin_amb_dir_VS = createVertexShader((void*)VS_NAME); + assert(skin_amb_dir_VS); + } + // Skinning takes a lot of instructions....lighting may be not possible + // TODO: should do something about this + { + static +#include "shaders/skin_all_VS.h" + skin_all_VS = createVertexShader((void*)VS_NAME); +// assert(skin_all_VS); + } +} + +void +destroySkinShaders(void) +{ + destroyVertexShader(skin_amb_VS); + skin_amb_VS = nil; + + destroyVertexShader(skin_amb_dir_VS); + skin_amb_dir_VS = nil; + + if(skin_all_VS){ + destroyVertexShader(skin_all_VS); + skin_all_VS = nil; + } +} + +#endif + +static void* +skinOpen(void *o, int32, int32) +{ +#ifdef RW_D3D9 + createSkinShaders(); +#endif + + skinGlobals.pipelines[PLATFORM_D3D9] = makeSkinPipeline(); + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ +#ifdef RW_D3D9 + destroySkinShaders(); +#endif + + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_D3D9])->destroy(); + skinGlobals.pipelines[PLATFORM_D3D9] = nil; + return o; +} + +void +initSkin(void) +{ + Driver::registerPlugin(PLATFORM_D3D9, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = skinRenderCB; + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + return pipe; +} + +} +} diff --git a/src/d3d/d3ddevice.cpp b/src/d3d/d3ddevice.cpp new file mode 100644 index 0000000..62c46b8 --- /dev/null +++ b/src/d3d/d3ddevice.cpp @@ -0,0 +1,2022 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwerror.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "rwd3d.h" +#include "rwd3dimpl.h" + +#define PLUGIN_ID 0 + +namespace rw { +namespace d3d { + +#ifdef RW_D3D9 + +D3d9Globals d3d9Globals; + +// Keep track of rasters exclusively in video memory +// as they need special treatment sometimes +struct VidmemRaster +{ + Raster *raster; + VidmemRaster *next; +}; +static VidmemRaster *vidmemRasters; +void addVidmemRaster(Raster *raster); +void removeVidmemRaster(Raster *raster); + +// Same thing for dynamic vertex buffers +struct DynamicVB +{ + uint32 length; + uint32 fvf; + IDirect3DVertexBuffer9 **buf; + DynamicVB *next; +}; +static DynamicVB *dynamicVBs; +void addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf); +void removeDynamicVB(IDirect3DVertexBuffer9 **buf); + +// Same thing for dynamic index buffers +struct DynamicIB +{ + uint32 length; + IDirect3DIndexBuffer9 **buf; + DynamicIB *next; +}; +static DynamicIB *dynamicIBs; +void addDynamicIB(uint32 length, IDirect3DIndexBuffer9 **buf); +void removeDynamicIB(IDirect3DIndexBuffer9 **buf); + + +struct RwRasterStateCache { + Raster *raster; + Texture::Addressing addressingU; + Texture::Addressing addressingV; + Texture::FilterMode filter; + int32 maxAniso; +}; + +#define MAXNUMSTAGES 8 + +// cached RW render states +struct RwStateCache { + bool32 vertexAlpha; + bool32 textureAlpha; + uint32 srcblend, destblend; + uint32 zwrite; + uint32 ztest; + uint32 fogenable; + RGBA fogcolor; + uint32 cullmode; + uint32 stencilenable; + uint32 stencilpass; + uint32 stencilfail; + uint32 stencilzfail; + uint32 stencilfunc; + uint32 stencilref; + uint32 stencilmask; + uint32 stencilwritemask; + uint32 alphafunc; + uint32 alpharef; + + // emulation of PS2 GS + bool32 gsalpha; + uint32 gsalpharef; + + RwRasterStateCache texstage[MAXNUMSTAGES]; +}; +static RwStateCache rwStateCache; + +void *constantVertexStream; +static IDirect3DTexture9 *whiteTex; + +D3dShaderState d3dShaderState; + +#define MAXNUMSTATES (D3DRS_BLENDOPALPHA+1) +#define MAXNUMTEXSTATES (D3DTSS_CONSTANT+1) +#define MAXNUMSAMPLERSTATES (D3DSAMP_DMAPOFFSET+1) +#define MAXNUMSTREAMS (3) +#define MAXNUMRENDERTARGETS (4) + +static int32 numDirtyStates; +static uint32 dirtyStates[MAXNUMSTATES]; +static struct { + uint32 value; + bool32 dirty; +} stateCache[MAXNUMSTATES]; +static uint32 d3dStates[MAXNUMSTATES]; + +// Things that aren't just integers +struct D3dDeviceCache { + IDirect3DVertexShader9 *vertexShader; + IDirect3DPixelShader9 *pixelShader; + IDirect3DVertexDeclaration9 *vertexDeclaration; + IDirect3DIndexBuffer9 *indices; + struct { + IDirect3DVertexBuffer9 *buffer; + uint32 offset; + uint32 stride; + } vertexStreams[MAXNUMSTREAMS]; + IDirect3DSurface9 *renderTargets[MAXNUMRENDERTARGETS]; + IDirect3DSurface9 *depthSurface; +}; +static D3dDeviceCache deviceCache; + +static int32 numDirtyTextureStageStates; +static struct { + uint32 stage; + uint32 type; +} dirtyTextureStageStates[MAXNUMTEXSTATES*MAXNUMSTAGES]; +static struct { + uint32 value; + bool32 dirty; +} textureStageStateCache[MAXNUMTEXSTATES][MAXNUMSTAGES]; +static uint32 d3dTextureStageStates[MAXNUMTEXSTATES][MAXNUMSTAGES]; + +static uint32 d3dSamplerStates[MAXNUMSAMPLERSTATES][MAXNUMSTAGES]; + + +static bool validStates[MAXNUMSTATES]; +static bool validTexStates[MAXNUMTEXSTATES]; + +static D3DMATERIAL9 d3dmaterial; + + +static uint32 blendMap[] = { + D3DBLEND_ZERO, // actually invalid + D3DBLEND_ZERO, + D3DBLEND_ONE, + D3DBLEND_SRCCOLOR, + D3DBLEND_INVSRCCOLOR, + D3DBLEND_SRCALPHA, + D3DBLEND_INVSRCALPHA, + D3DBLEND_DESTALPHA, + D3DBLEND_INVDESTALPHA, + D3DBLEND_DESTCOLOR, + D3DBLEND_INVDESTCOLOR, + D3DBLEND_SRCALPHASAT +}; + +static uint32 stencilOpMap[] = { + D3DSTENCILOP_KEEP, // actually invalid + D3DSTENCILOP_KEEP, + D3DSTENCILOP_ZERO, + D3DSTENCILOP_REPLACE, + D3DSTENCILOP_INCRSAT, + D3DSTENCILOP_DECRSAT, + D3DSTENCILOP_INVERT, + D3DSTENCILOP_INCR, + D3DSTENCILOP_DECR +}; + +static uint32 stencilFuncMap[] = { + D3DCMP_NEVER, // actually invalid + D3DCMP_NEVER, + D3DCMP_LESS, + D3DCMP_EQUAL, + D3DCMP_LESSEQUAL, + D3DCMP_GREATER, + D3DCMP_NOTEQUAL, + D3DCMP_GREATEREQUAL, + D3DCMP_ALWAYS +}; + +static uint32 alphafuncMap[] = { + D3DCMP_ALWAYS, + D3DCMP_GREATEREQUAL, + D3DCMP_LESS +}; + +static uint32 cullmodeMap[] = { + D3DCULL_NONE, // actually invalid + D3DCULL_NONE, + D3DCULL_CW, + D3DCULL_CCW +}; + +static uint32 filterConvMap[] = { + 0, D3DTEXF_POINT, D3DTEXF_LINEAR, + D3DTEXF_POINT, D3DTEXF_LINEAR, + D3DTEXF_POINT, D3DTEXF_LINEAR +}; +static uint32 filterConvMap_MIP[] = { + 0, D3DTEXF_NONE, D3DTEXF_NONE, + D3DTEXF_POINT, D3DTEXF_POINT, + D3DTEXF_LINEAR, D3DTEXF_LINEAR +}; +static uint32 addressConvMap[] = { + 0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, + D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER +}; + +// D3D render state + +void +setRenderState(uint32 state, uint32 value) +{ + if(stateCache[state].value != value){ + stateCache[state].value = value; + if(!stateCache[state].dirty){ + stateCache[state].dirty = 1; + dirtyStates[numDirtyStates++] = state; + } + } +} + +void +getRenderState(uint32 state, uint32 *value) +{ + *value = stateCache[state].value; +} + +void +setRenderTarget(int n, void *surf) +{ + if(surf != deviceCache.renderTargets[n]){ + deviceCache.renderTargets[n] = (IDirect3DSurface9*)surf; + d3ddevice->SetRenderTarget(n, deviceCache.renderTargets[n]); + } +} + +void +setDepthSurface(void *surf) +{ + if(surf != deviceCache.depthSurface){ + deviceCache.depthSurface = (IDirect3DSurface9*)surf; + d3ddevice->SetDepthStencilSurface(deviceCache.depthSurface); + } +} + +void +setTextureStageState(uint32 stage, uint32 type, uint32 value) +{ + if(textureStageStateCache[type][stage].value != value){ + textureStageStateCache[type][stage].value = value; + if(!textureStageStateCache[type][stage].dirty){ + textureStageStateCache[type][stage].dirty = 1; + dirtyTextureStageStates[numDirtyTextureStageStates].stage = stage; + dirtyTextureStageStates[numDirtyTextureStageStates].type = type; + numDirtyTextureStageStates++; + } + } +} + +void +getTextureStageState(uint32 stage, uint32 type, uint32 *value) +{ + *value = textureStageStateCache[type][stage].value; +} + +void +flushCache(void) +{ + uint32 s, t; + uint32 v; + for(int32 i = 0; i < numDirtyStates; i++){ + s = dirtyStates[i]; + v = stateCache[s].value; + stateCache[s].dirty = 0; + if(d3dStates[s] != v){ + d3ddevice->SetRenderState((D3DRENDERSTATETYPE)s, v); + d3dStates[s] = v; + } + } + numDirtyStates = 0; + for(int32 i = 0; i < numDirtyTextureStageStates; i++){ + s = dirtyTextureStageStates[i].stage; + t = dirtyTextureStageStates[i].type; + v = textureStageStateCache[t][s].value; + textureStageStateCache[t][s].dirty = 0; + if(d3dTextureStageStates[t][s] != v){ + d3ddevice->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, v); + d3dTextureStageStates[t][s] = v; + } + } + numDirtyTextureStageStates = 0; + + if(d3dShaderState.fogDirty){ + d3ddevice->SetVertexShaderConstantF(VSLOC_fogData, (float*)&d3dShaderState.fogData, 1); + d3ddevice->SetPixelShaderConstantF(PSLOC_fogColor, (float*)&d3dShaderState.fogColor, 1); + d3dShaderState.fogDirty = false; + } +} + +void +setSamplerState(uint32 stage, uint32 type, uint32 value) +{ + if(d3dSamplerStates[type][stage] != value){ + d3ddevice->SetSamplerState(stage, (D3DSAMPLERSTATETYPE)type, value); + d3dSamplerStates[type][stage] = value; + } +} + +void +getSamplerState(uint32 stage, uint32 type, uint32 *value) +{ + *value = d3dSamplerStates[type][stage]; +} + +// Bring D3D device in accordance with saved render states (after a reset) +static void +restoreD3d9Device(void) +{ + int32 i; + uint32 s, t; + + for(i = 0; i < MAXNUMSTAGES; i++){ + Raster *raster = rwStateCache.texstage[i].raster; + if(raster){ + D3dRaster *d3draster = GETD3DRASTEREXT(raster); + d3ddevice->SetTexture(i, (IDirect3DTexture9*)d3draster->texture); + }else + d3ddevice->SetTexture(i, nil); + setSamplerState(i, D3DSAMP_ADDRESSU, addressConvMap[rwStateCache.texstage[i].addressingU]); + setSamplerState(i, D3DSAMP_ADDRESSV, addressConvMap[rwStateCache.texstage[i].addressingV]); + setSamplerState(i, D3DSAMP_MAGFILTER, filterConvMap[rwStateCache.texstage[i].filter]); + if(rwStateCache.texstage[i].maxAniso == 1) + setSamplerState(i, D3DSAMP_MINFILTER, filterConvMap[rwStateCache.texstage[i].filter]); + else + setSamplerState(i, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); + setSamplerState(i, D3DSAMP_MIPFILTER, filterConvMap_MIP[rwStateCache.texstage[i].filter]); + } + for(s = 0; s < MAXNUMSTATES; s++) + if(validStates[s]) + d3ddevice->SetRenderState((D3DRENDERSTATETYPE)s, d3dStates[s]); + for(t = 0; t < MAXNUMTEXSTATES; t++) + if(validTexStates[t]) + for(s = 0; s < MAXNUMSTAGES; s++) + d3ddevice->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, d3dTextureStageStates[t][s]); + for(t = 1; t < MAXNUMSAMPLERSTATES; t++) + for(s = 0; s < MAXNUMSTAGES; s++) + d3ddevice->SetSamplerState(s, (D3DSAMPLERSTATETYPE)t, d3dSamplerStates[t][s]); + d3ddevice->SetMaterial(&d3dmaterial); + + d3ddevice->SetVertexShader(deviceCache.vertexShader); + d3ddevice->SetPixelShader(deviceCache.pixelShader); + d3ddevice->SetVertexDeclaration(deviceCache.vertexDeclaration); + d3ddevice->SetIndices(deviceCache.indices); + for(i = 0; i < MAXNUMSTREAMS; i++) + d3ddevice->SetStreamSource(i, deviceCache.vertexStreams[i].buffer, deviceCache.vertexStreams[i].offset, deviceCache.vertexStreams[i].stride); + + // shader constants are zero now + d3dShaderState.fogDirty = true; + d3dShaderState.matColor.red = 0; + d3dShaderState.matColor.green = 0; + d3dShaderState.matColor.blue = 0; + d3dShaderState.matColor.alpha = 0; + d3dShaderState.surfProps.ambient = 0.0f; + d3dShaderState.surfProps.specular = 0.0f; + d3dShaderState.surfProps.diffuse = 0.0f; + d3dShaderState.extraSurfProp = 0.0f; + d3dShaderState.numDir = 0; + d3dShaderState.numPoint = 0; + d3dShaderState.numSpot = 0; + d3dShaderState.ambient.red = 0.0f; + d3dShaderState.ambient.green = 0.0f; + d3dShaderState.ambient.blue = 0.0f; + d3dShaderState.ambient.alpha = 0.0f; +} + +void +evictD3D9Raster(Raster *raster) +{ + int i; + // Make sure we're not still referencing this raster + D3dRaster *natras = GETD3DRASTEREXT(raster); + switch(raster->type){ + case Raster::CAMERATEXTURE: + for(i = 0; i < MAXNUMRENDERTARGETS; i++) + if(deviceCache.renderTargets[i] == natras->texture) + setRenderTarget(i, i == 0 ? d3d9Globals.defaultRenderTarget : nil); + // fall through + case Raster::NORMAL: + case Raster::TEXTURE: + for(i = 0; i < MAXNUMSTAGES; i++) + if(rwStateCache.texstage[i].raster == raster) + rwStateCache.texstage[i].raster = nil; + break; + case Raster::ZBUFFER: + if(natras->texture == deviceCache.depthSurface) + setDepthSurface(d3d9Globals.defaultDepthSurf); + break; + } +} + +// RW render state + +static void +setDepthTest(bool32 enable) +{ + if(rwStateCache.ztest != enable){ + rwStateCache.ztest = enable; + if(rwStateCache.zwrite && !enable){ + // If we still want to write, enable but set mode to always + setRenderState(D3DRS_ZENABLE, TRUE); + setRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + }else{ + setRenderState(D3DRS_ZENABLE, rwStateCache.ztest); + setRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + } + } +} + +static void +setDepthWrite(bool32 enable) +{ + if(rwStateCache.zwrite != enable){ + rwStateCache.zwrite = enable; + if(enable && !rwStateCache.ztest){ + // Have to switch on ztest so writing can work + setRenderState(D3DRS_ZENABLE, TRUE); + setRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + } + setRenderState(D3DRS_ZWRITEENABLE, rwStateCache.zwrite); + } +} + +static void +setVertexAlpha(bool32 enable) +{ + if(rwStateCache.vertexAlpha != enable){ + if(!rwStateCache.textureAlpha){ + setRenderState(D3DRS_ALPHABLENDENABLE, enable); + setRenderState(D3DRS_ALPHATESTENABLE, enable); + } + rwStateCache.vertexAlpha = enable; + } +} + +void +setRasterStage(uint32 stage, Raster *raster) +{ + bool32 alpha; + D3dRaster *d3draster = nil; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + if(raster){ + assert(raster->platform == PLATFORM_D3D8 || + raster->platform == PLATFORM_D3D9); + d3draster = GETD3DRASTEREXT(raster); + d3ddevice->SetTexture(stage, (IDirect3DTexture9*)d3draster->texture); + alpha = d3draster->hasAlpha; + }else{ + d3ddevice->SetTexture(stage, whiteTex); + alpha = 0; + } + if(stage == 0){ + if(rwStateCache.textureAlpha != alpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setRenderState(D3DRS_ALPHABLENDENABLE, alpha); + setRenderState(D3DRS_ALPHATESTENABLE, alpha); + } + } + } + } +} + +static void +setFilterMode(uint32 stage, int32 filter, int32 maxAniso = 1) +{ + if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){ + rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter; + setSamplerState(stage, D3DSAMP_MAGFILTER, filterConvMap[filter]); + if(maxAniso == 1) + setSamplerState(stage, D3DSAMP_MINFILTER, filterConvMap[filter]); + else + setSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); + setSamplerState(stage, D3DSAMP_MIPFILTER, filterConvMap_MIP[filter]); + } + if(rwStateCache.texstage[stage].maxAniso != maxAniso){ + rwStateCache.texstage[stage].maxAniso = maxAniso; + if(maxAniso == 1) + setSamplerState(stage, D3DSAMP_MINFILTER, filterConvMap[filter]); + else + setSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); + setSamplerState(stage, D3DSAMP_MAXANISOTROPY, maxAniso); + } +} + +static void +setAddressU(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing; + setSamplerState(stage, D3DSAMP_ADDRESSU, addressConvMap[addressing]); + } +} + +static void +setAddressV(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing; + setSamplerState(stage, D3DSAMP_ADDRESSV, addressConvMap[addressing]); + } +} + +void +setTexture(uint32 stage, Texture *tex) +{ + if(tex == nil){ + setRasterStage(stage, nil); + return; + } + if(tex->raster){ + setFilterMode(stage, tex->getFilter(), tex->getMaxAnisotropy()); + setAddressU(stage, tex->getAddressU()); + setAddressV(stage, tex->getAddressV()); + } + setRasterStage(stage, tex->raster); +} + +void +setD3dMaterial(D3DMATERIAL9 *mat9) +{ + if(d3dmaterial.Diffuse.r != mat9->Diffuse.r || + d3dmaterial.Diffuse.g != mat9->Diffuse.g || + d3dmaterial.Diffuse.b != mat9->Diffuse.b || + d3dmaterial.Diffuse.a != mat9->Diffuse.a || + d3dmaterial.Ambient.r != mat9->Ambient.r || + d3dmaterial.Ambient.g != mat9->Ambient.g || + d3dmaterial.Ambient.b != mat9->Ambient.b || + d3dmaterial.Ambient.a != mat9->Ambient.a || + d3dmaterial.Specular.r != mat9->Specular.r || + d3dmaterial.Specular.g != mat9->Specular.g || + d3dmaterial.Specular.b != mat9->Specular.b || + d3dmaterial.Specular.a != mat9->Specular.a || + d3dmaterial.Emissive.r != mat9->Emissive.r || + d3dmaterial.Emissive.g != mat9->Emissive.g || + d3dmaterial.Emissive.b != mat9->Emissive.b || + d3dmaterial.Emissive.a != mat9->Emissive.a || + d3dmaterial.Power != mat9->Power){ + d3ddevice->SetMaterial(mat9); + d3dmaterial = *mat9; + } +} + +void +setMaterial_fix(const RGBA &color, const SurfaceProperties &surfProps) +{ + D3DMATERIAL9 mat9; + D3DCOLORVALUE black = { 0, 0, 0, 0 }; + float ambmult = surfProps.ambient/255.0f; + float diffmult = surfProps.diffuse/255.0f; + mat9.Ambient.r = color.red*ambmult; + mat9.Ambient.g = color.green*ambmult; + mat9.Ambient.b = color.blue*ambmult; + mat9.Ambient.a = color.alpha; + mat9.Diffuse.r = color.red*diffmult; + mat9.Diffuse.g = color.green*diffmult; + mat9.Diffuse.b = color.blue*diffmult; + mat9.Diffuse.a = color.alpha; + mat9.Power = 0.0f; + mat9.Emissive = black; + mat9.Specular = black; + setD3dMaterial(&mat9); +} + + +void +setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp) +{ + if(!equal(d3dShaderState.matColor, color)){ + rw::RGBAf col; + convColor(&col, &color); + d3ddevice->SetVertexShaderConstantF(VSLOC_matColor, (float*)&col, 1); + d3dShaderState.matColor = color; + } + + if(d3dShaderState.surfProps.ambient != surfaceprops.ambient || + d3dShaderState.surfProps.specular != surfaceprops.specular || + d3dShaderState.surfProps.diffuse != surfaceprops.diffuse || + d3dShaderState.extraSurfProp != extraSurfProp){ + float surfProps[4]; + surfProps[0] = surfaceprops.ambient; + surfProps[1] = surfaceprops.specular; + surfProps[2] = surfaceprops.diffuse; + surfProps[3] = extraSurfProp; + d3ddevice->SetVertexShaderConstantF(VSLOC_surfProps, surfProps, 1); + d3dShaderState.surfProps = surfaceprops; + d3dShaderState.extraSurfProp = extraSurfProp; + } +} + +static void +setRwRenderState(int32 state, void *pvalue) +{ + uint32 value = (uint32)(uintptr)pvalue; + uint32 bval = value ? TRUE : FALSE; + switch(state){ + case TEXTURERASTER: + setRasterStage(0, (Raster*)pvalue); + break; + case TEXTUREADDRESS: + setAddressU(0, value); + setAddressV(0, value); + break; + case TEXTUREADDRESSU: + setAddressU(0, value); + break; + case TEXTUREADDRESSV: + setAddressV(0, value); + break; + case TEXTUREFILTER: + setFilterMode(0, value); + break; + case VERTEXALPHA: + setVertexAlpha(bval); + break; + case SRCBLEND: + if(rwStateCache.srcblend != value){ + rwStateCache.srcblend = value; + setRenderState(D3DRS_SRCBLEND, blendMap[value]); + } + break; + case DESTBLEND: + if(rwStateCache.destblend != value){ + rwStateCache.destblend = value; + setRenderState(D3DRS_DESTBLEND, blendMap[value]); + } + break; + case ZTESTENABLE: + setDepthTest(bval); + break; + case ZWRITEENABLE: + setDepthWrite(bval); + break; + case FOGENABLE: + if(rwStateCache.fogenable != bval){ + rwStateCache.fogenable = bval; +// setRenderState(D3DRS_FOGENABLE, rwStateCache.fogenable); + d3dShaderState.fogData.disable = bval ? 0.0f : 1.0f; + d3dShaderState.fogDirty = true; + }; + break; + case FOGCOLOR:{ + RGBA c; + c.red = value; + c.green = value>>8; + c.blue = value>>16; + c.alpha = value>>24; + if(!equal(rwStateCache.fogcolor, c)){ + rwStateCache.fogcolor = c; + setRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(c.red, c.green, c.blue, c.alpha)); + convColor(&d3dShaderState.fogColor, &c); + d3dShaderState.fogDirty = true; + }} break; + case CULLMODE: + if(rwStateCache.cullmode != value){ + rwStateCache.cullmode = value; + setRenderState(D3DRS_CULLMODE, cullmodeMap[value]); + } + break; + + case STENCILENABLE: + if(rwStateCache.stencilenable != bval){ + rwStateCache.stencilenable = bval; + setRenderState(D3DRS_STENCILENABLE, bval); + } + break; + case STENCILFAIL: + if(rwStateCache.stencilfail != value){ + rwStateCache.stencilfail = value; + setRenderState(D3DRS_STENCILFAIL, stencilOpMap[value]); + } + break; + case STENCILZFAIL: + if(rwStateCache.stencilzfail != value){ + rwStateCache.stencilzfail = value; + setRenderState(D3DRS_STENCILZFAIL, stencilOpMap[value]); + } + break; + case STENCILPASS: + if(rwStateCache.stencilpass != value){ + rwStateCache.stencilpass = value; + setRenderState(D3DRS_STENCILPASS, stencilOpMap[value]); + } + break; + case STENCILFUNCTION: + if(rwStateCache.stencilfunc != value){ + rwStateCache.stencilfunc = value; + setRenderState(D3DRS_STENCILFUNC, stencilFuncMap[value]); + } + break; + case STENCILFUNCTIONREF: + if(rwStateCache.stencilref != value){ + rwStateCache.stencilref = value; + setRenderState(D3DRS_STENCILREF, value); + } + break; + case STENCILFUNCTIONMASK: + if(rwStateCache.stencilmask != value){ + rwStateCache.stencilmask = value; + setRenderState(D3DRS_STENCILMASK, value); + } + break; + case STENCILFUNCTIONWRITEMASK: + if(rwStateCache.stencilwritemask != value){ + rwStateCache.stencilwritemask = value; + setRenderState(D3DRS_STENCILWRITEMASK, value); + } + break; + + case ALPHATESTFUNC: + if(rwStateCache.alphafunc != value){ + rwStateCache.alphafunc = value; + setRenderState(D3DRS_ALPHAFUNC, alphafuncMap[rwStateCache.alphafunc]); + } + break; + case ALPHATESTREF: + if(rwStateCache.alpharef != value){ + rwStateCache.alpharef = value; + setRenderState(D3DRS_ALPHAREF, rwStateCache.alpharef); + } + break; + case GSALPHATEST: + rwStateCache.gsalpha = value; + break; + case GSALPHATESTREF: + rwStateCache.gsalpharef = value; + break; + } +} + +static void* +getRwRenderState(int32 state) +{ + uint32 val; + switch(state){ + case TEXTURERASTER: + return rwStateCache.texstage[0].raster; + case TEXTUREADDRESS: + if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV) + val = rwStateCache.texstage[0].addressingU; + else + val = 0; // invalid + break; + case TEXTUREADDRESSU: + val = rwStateCache.texstage[0].addressingU; + break; + case TEXTUREADDRESSV: + val = rwStateCache.texstage[0].addressingV; + break; + case TEXTUREFILTER: + val = rwStateCache.texstage[0].filter; + break; + + case VERTEXALPHA: + val = rwStateCache.vertexAlpha; + break; + case SRCBLEND: + val = rwStateCache.srcblend; + break; + case DESTBLEND: + val = rwStateCache.destblend; + break; + case ZTESTENABLE: + val = rwStateCache.ztest; + break; + case ZWRITEENABLE: + val = rwStateCache.zwrite; + break; + case FOGENABLE: + val = rwStateCache.fogenable; + break; + case FOGCOLOR: + val = RWRGBAINT(rwStateCache.fogcolor.red, rwStateCache.fogcolor.green, + rwStateCache.fogcolor.blue, rwStateCache.fogcolor.alpha); + break; + case CULLMODE: + val = rwStateCache.cullmode; + break; + + case STENCILENABLE: + val = rwStateCache.stencilenable; + break; + case STENCILFAIL: + val = rwStateCache.stencilfail; + break; + case STENCILZFAIL: + val = rwStateCache.stencilzfail; + break; + case STENCILPASS: + val = rwStateCache.stencilpass; + break; + case STENCILFUNCTION: + val = rwStateCache.stencilfunc; + break; + case STENCILFUNCTIONREF: + val = rwStateCache.stencilref; + break; + case STENCILFUNCTIONMASK: + val = rwStateCache.stencilmask; + break; + case STENCILFUNCTIONWRITEMASK: + val = rwStateCache.stencilwritemask; + break; + + case ALPHATESTFUNC: + val = rwStateCache.alphafunc; + break; + case ALPHATESTREF: + val = rwStateCache.alpharef; + break; + case GSALPHATEST: + val = rwStateCache.gsalpha; + break; + case GSALPHATESTREF: + val = rwStateCache.gsalpharef; + break; + default: + val = 0; + } + return (void*)(uintptr)val; +} + +// Shaders + +void +setVertexShader(void *vs) +{ + if(deviceCache.vertexShader != vs){ + deviceCache.vertexShader = (IDirect3DVertexShader9*)vs; + d3ddevice->SetVertexShader(deviceCache.vertexShader); + } +} + +void +setPixelShader(void *ps) +{ + if(deviceCache.pixelShader != ps){ + deviceCache.pixelShader = (IDirect3DPixelShader9*)ps; + d3ddevice->SetPixelShader(deviceCache.pixelShader); + } +} + +void +setIndices(void *indexBuffer) +{ + if(deviceCache.indices != indexBuffer){ + deviceCache.indices = (IDirect3DIndexBuffer9*)indexBuffer; + d3ddevice->SetIndices(deviceCache.indices); + } +} + +void +setStreamSource(int n, void *buffer, uint32 offset, uint32 stride) +{ + if(deviceCache.vertexStreams[n].buffer != buffer || + deviceCache.vertexStreams[n].offset != offset || + deviceCache.vertexStreams[n].stride != stride){ + deviceCache.vertexStreams[n].buffer = (IDirect3DVertexBuffer9*)buffer; + deviceCache.vertexStreams[n].offset = offset; + deviceCache.vertexStreams[n].stride = stride; + d3ddevice->SetStreamSource(n, deviceCache.vertexStreams[n].buffer, offset, stride); + } +} + +void +setVertexDeclaration(void *declaration) +{ + if(deviceCache.vertexDeclaration != declaration){ + deviceCache.vertexDeclaration = (IDirect3DVertexDeclaration9*)declaration; + d3ddevice->SetVertexDeclaration(deviceCache.vertexDeclaration); + } +} + +void* +createVertexShader(void *csosrc) +{ + void *shdr; + if(d3ddevice->CreateVertexShader((DWORD*)csosrc, (IDirect3DVertexShader9**)&shdr) == D3D_OK){ + d3d9Globals.numVertexShaders++; + return shdr; + } + return nil; +} + +void* +createPixelShader(void *csosrc) +{ + void *shdr; + if(d3ddevice->CreatePixelShader((DWORD*)csosrc, (IDirect3DPixelShader9**)&shdr) == D3D_OK){ + d3d9Globals.numPixelShaders++; + return shdr; + } + return nil; +} + +void +destroyVertexShader(void *shader) +{ + if(shader){ + ((IDirect3DVertexShader9*)shader)->Release(); + d3d9Globals.numVertexShaders--; + } +} + +void +destroyPixelShader(void *shader) +{ + if(shader){ + ((IDirect3DPixelShader9*)shader)->Release(); + d3d9Globals.numPixelShaders--; + } +} + + +// Camera + +static void +setRenderSurfaces(Camera *cam) +{ + Raster *fbuf = cam->frameBuffer; + assert(fbuf); + { + if(fbuf->parent) + fbuf = fbuf->parent; + + D3dRaster *natras = GETD3DRASTEREXT(fbuf); + assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE); + if(natras->texture == nil) + setRenderTarget(0, d3d9Globals.defaultRenderTarget); + else{ + assert(fbuf->type == Raster::CAMERATEXTURE); + IDirect3DSurface9 *surf; + ((IDirect3DTexture9*)natras->texture)->GetSurfaceLevel(0, &surf); + setRenderTarget(0, surf); + surf->Release(); + } + } + + Raster *zbuf = cam->zBuffer; + if(zbuf){ + if(zbuf->parent) + zbuf = zbuf->parent; + + D3dRaster *natras = GETD3DRASTEREXT(zbuf); + assert(zbuf->type == Raster::ZBUFFER); + setDepthSurface(natras->texture); + }else + setDepthSurface(nil); + +} + +static void +setViewport(Raster *fb) +{ + D3DVIEWPORT9 vp; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + vp.X = fb->offsetX; + vp.Y = fb->offsetY; + vp.Width = fb->width; + vp.Height = fb->height; + d3ddevice->SetViewport(&vp); +} +// Manage video memory + +void +addVidmemRaster(Raster *raster) +{ + VidmemRaster *vmr = rwNewT(VidmemRaster, 1, ID_DRIVER | MEMDUR_EVENT); + vmr->raster = raster; + vmr->next = vidmemRasters; + vidmemRasters = vmr; +} + +void +removeVidmemRaster(Raster *raster) +{ + VidmemRaster **p, *vmr; + for(p = &vidmemRasters; *p; p = &(*p)->next) + if((*p)->raster == raster) + goto found; + return; +found: + vmr = *p; + *p = vmr->next; + rwFree(vmr); +} + +static void +releaseVidmemRasters(void) +{ + VidmemRaster *vmr; + Raster *raster; + D3dRaster *natras; + for(vmr = vidmemRasters; vmr; vmr = vmr->next){ + raster = vmr->raster; + natras = GETD3DRASTEREXT(raster); + switch(raster->type){ + case Raster::CAMERATEXTURE: + destroyTexture(natras->texture); + natras->texture = nil; + break; + + case Raster::ZBUFFER: + // we'll leave the default surface dangling so we can tell the difference + if(natras->texture != d3d9Globals.defaultDepthSurf){ + ((IDirect3DSurface9*)natras->texture)->Release(); + natras->texture = nil; + } + break; + } + } +} + +static void +recreateVidmemRasters(void) +{ + VidmemRaster *vmr; + Raster *raster; + D3dRaster *natras; + for(vmr = vidmemRasters; vmr; vmr = vmr->next){ + raster = vmr->raster; + natras = GETD3DRASTEREXT(raster); + switch(raster->type){ + case Raster::CAMERATEXTURE: { + int32 levels = Raster::calculateNumLevels(raster->width, raster->height); + IDirect3DTexture9 *tex = nil; + d3ddevice->CreateTexture(raster->width, raster->height, + raster->format & Raster::MIPMAP ? levels : 1, + D3DUSAGE_RENDERTARGET, + (D3DFORMAT)natras->format, D3DPOOL_DEFAULT, &tex, nil); + natras->texture = tex; + if(natras->texture) + d3d9Globals.numTextures++; + break; + } + + case Raster::ZBUFFER: + if(natras->texture){ + RECT rect; + GetClientRect(d3d9Globals.window, &rect); + raster->width = rect.right; + raster->height = rect.bottom; + natras->texture = d3d9Globals.defaultDepthSurf; + natras->format = d3d9Globals.present.AutoDepthStencilFormat; + raster->depth = findFormatDepth(natras->format); + }else{ + IDirect3DSurface9 *surf = nil; + d3ddevice->CreateDepthStencilSurface(raster->width, raster->height, (D3DFORMAT)natras->format, + d3d9Globals.present.MultiSampleType, d3d9Globals.present.MultiSampleQuality, + FALSE, &surf, nil); + natras->texture = surf; + } + break; + } + } +} + +void +addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf) +{ + DynamicVB *dvb = rwNewT(DynamicVB, 1, ID_DRIVER | MEMDUR_EVENT); + dvb->length = length; + dvb->fvf = fvf; + dvb->buf = buf; + dvb->next = dynamicVBs; + dynamicVBs = dvb; +} + +void +removeDynamicVB(IDirect3DVertexBuffer9 **buf) +{ + DynamicVB **p, *dvb; + for(p = &dynamicVBs; *p; p = &(*p)->next) + if((*p)->buf == buf) + goto found; + return; +found: + dvb = *p; + *p = dvb->next; + rwFree(dvb); +} + +static void +releaseDynamicVBs(void) +{ + DynamicVB *dvb; + int i; + for(dvb = dynamicVBs; dvb; dvb = dvb->next){ + for(i = 0; i < MAXNUMSTREAMS; i++) + if(deviceCache.vertexStreams[i].buffer == *dvb->buf) + deviceCache.vertexStreams[i].buffer = nil; + destroyVertexBuffer(*dvb->buf); + *dvb->buf = nil; + } +} + +static void +recreateDynamicVBs(void) +{ + DynamicVB *dvb; + for(dvb = dynamicVBs; dvb; dvb = dvb->next){ + assert(*dvb->buf == nil); + *dvb->buf = (IDirect3DVertexBuffer9*)createVertexBuffer(dvb->length, dvb->fvf, true); + } +} + + +void +addDynamicIB(uint32 length, IDirect3DIndexBuffer9 **buf) +{ + DynamicIB *ivb = rwNewT(DynamicIB, 1, ID_DRIVER | MEMDUR_EVENT); + ivb->length = length; + ivb->buf = buf; + ivb->next = dynamicIBs; + dynamicIBs = ivb; +} + +void +removeDynamicIB(IDirect3DIndexBuffer9 **buf) +{ + DynamicIB **p, *ivb; + for(p = &dynamicIBs; *p; p = &(*p)->next) + if((*p)->buf == buf) + goto found; + return; +found: + ivb = *p; + *p = ivb->next; + rwFree(ivb); +} + +static void +releaseDynamicIBs(void) +{ + DynamicIB *ivb; + for(ivb = dynamicIBs; ivb; ivb = ivb->next){ + if(deviceCache.indices == *ivb->buf) + deviceCache.indices = nil; + destroyIndexBuffer(*ivb->buf); + *ivb->buf = nil; + } +} + +static void +recreateDynamicIBs(void) +{ + DynamicIB *ivb; + for(ivb = dynamicIBs; ivb; ivb = ivb->next){ + assert(*ivb->buf == nil); + *ivb->buf = (IDirect3DIndexBuffer9*)createIndexBuffer(ivb->length, true); + } +} + +static void +releaseVideoMemory(void) +{ + int32 i; + for(i = 0; i < MAXNUMSTAGES; i++) + d3ddevice->SetTexture(i, nil); + d3ddevice->SetVertexDeclaration(nil); + d3ddevice->SetVertexShader(nil); + d3ddevice->SetPixelShader(nil); + d3ddevice->SetIndices(nil); + for(i = 0; i < MAXNUMSTREAMS; i++) + d3ddevice->SetStreamSource(0, nil, 0, 0); + + setRenderTarget(0, d3d9Globals.defaultRenderTarget); + for(i = 1; i < MAXNUMRENDERTARGETS; i++) + setRenderTarget(i, nil); + setDepthSurface(d3d9Globals.defaultDepthSurf); + + releaseVidmemRasters(); + releaseDynamicVBs(); + releaseDynamicIBs(); +} + +static void +restoreVideoMemory(void) +{ + // Have to get these back before recreating rasters + d3ddevice->GetRenderTarget(0, &d3d9Globals.defaultRenderTarget); + d3d9Globals.defaultRenderTarget->Release(); // refcount increased by Get + deviceCache.renderTargets[0] = d3d9Globals.defaultRenderTarget; + d3ddevice->GetDepthStencilSurface(&d3d9Globals.defaultDepthSurf); + d3d9Globals.defaultDepthSurf->Release(); // refcount increased by Get + deviceCache.depthSurface = d3d9Globals.defaultDepthSurf; + + recreateDynamicIBs(); + recreateDynamicVBs(); + // important that we get all raster back before restoring state + recreateVidmemRasters(); + + restoreD3d9Device(); +} + +static void +beginUpdate(Camera *cam) +{ + float view[16], proj[16]; + + // View Matrix + Matrix inv; + Matrix::invert(&inv, cam->getFrame()->getLTM()); + // Since we're looking into positive Z, + // flip X to ge a left handed view space. + view[0] = -inv.right.x; + view[1] = inv.right.y; + view[2] = inv.right.z; + view[3] = 0.0f; + view[4] = -inv.up.x; + view[5] = inv.up.y; + view[6] = inv.up.z; + view[7] = 0.0f; + view[8] = -inv.at.x; + view[9] = inv.at.y; + view[10] = inv.at.z; + view[11] = 0.0f; + view[12] = -inv.pos.x; + view[13] = inv.pos.y; + view[14] = inv.pos.z; + view[15] = 1.0f; + memcpy(&cam->devView, view, sizeof(RawMatrix)); +// d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view); + + // Projection Matrix + float32 invwx = 1.0f/cam->viewWindow.x; + float32 invwy = 1.0f/cam->viewWindow.y; + float32 invz = 1.0f/(cam->farPlane-cam->nearPlane); + + proj[0] = invwx; + proj[1] = 0.0f; + proj[2] = 0.0f; + proj[3] = 0.0f; + + proj[4] = 0.0f; + proj[5] = invwy; + proj[6] = 0.0f; + proj[7] = 0.0f; + + proj[8] = cam->viewOffset.x*invwx; + proj[9] = cam->viewOffset.y*invwy; + proj[12] = -proj[8]; + proj[13] = -proj[9]; + if(cam->projection == Camera::PERSPECTIVE){ + proj[10] = cam->farPlane*invz; + proj[11] = 1.0f; + + proj[15] = 0.0f; + }else{ + proj[10] = invz; + proj[11] = 0.0f; + + proj[15] = 1.0f; + } + proj[14] = -cam->nearPlane*proj[10]; + memcpy(&cam->devProj, proj, sizeof(RawMatrix)); +// d3ddevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj); + + // TODO: figure out where this is really done +// setRenderState(D3DRS_FOGSTART, *(uint32*)&cam->fogPlane); +// setRenderState(D3DRS_FOGEND, *(uint32*)&cam->farPlane); + d3dShaderState.fogData.start = cam->fogPlane; + d3dShaderState.fogData.end = cam->farPlane; + d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane); + // TODO: not quite sure this is the right place to do this... + d3dShaderState.fogData.disable = rwStateCache.fogenable ? 0.0f : 1.0f; + d3dShaderState.fogDisable.start = 0.0f; + d3dShaderState.fogDisable.end = 0.0f; + d3dShaderState.fogDisable.range = 0.0f; + d3dShaderState.fogDisable.disable = 1.0f; + d3dShaderState.fogDirty = true; + + RECT r; + GetClientRect(d3d9Globals.window, &r); + BOOL icon = IsIconic(d3d9Globals.window); + if(!icon && + (r.right != d3d9Globals.present.BackBufferWidth || r.bottom != d3d9Globals.present.BackBufferHeight)){ + + d3d9Globals.present.BackBufferWidth = r.right; + d3d9Globals.present.BackBufferHeight = r.bottom; + + releaseVideoMemory(); + d3d::d3ddevice->Reset(&d3d9Globals.present); + restoreVideoMemory(); + } + + setRenderSurfaces(cam); + + setViewport(cam->frameBuffer); + + d3ddevice->BeginScene(); +} + +static void +endUpdate(Camera *cam) +{ + d3ddevice->EndScene(); +} + +static void +clearCamera(Camera *cam, RGBA *col, uint32 mode) +{ + int flags = 0; + if(mode & Camera::CLEARIMAGE) + mode |= D3DCLEAR_TARGET; + if(mode & Camera::CLEARZ) + mode |= D3DCLEAR_ZBUFFER; + if(mode & Camera::CLEARSTENCIL) + mode |= D3DCLEAR_STENCIL; + D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha); + + setRenderSurfaces(cam); + + setViewport(cam->frameBuffer); // need to set this for the clear to work correctly + d3ddevice->Clear(0, nil, mode, c, 1.0f, 0); +} + +static void +showRaster(Raster *raster, uint32 flag) +{ + UINT interval = flag & Raster::FLIPWAITVSYNCH ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; + if(d3d9Globals.present.PresentationInterval != interval){ + d3d9Globals.present.PresentationInterval = interval; + releaseVideoMemory(); + d3d::d3ddevice->Reset(&d3d9Globals.present); + restoreVideoMemory(); + } + + // not used but we want cameras to have rasters + assert(raster); + HRESULT res = d3ddevice->Present(nil, nil, 0, nil); + + if(res == D3DERR_DEVICELOST){ + res = d3ddevice->TestCooperativeLevel(); + // lost while being minimized, not reset once we're back + if(res == D3DERR_DEVICENOTRESET){ + releaseVideoMemory(); + d3d::d3ddevice->Reset(&d3d9Globals.present); + restoreVideoMemory(); + } + } +} + +static bool32 +rasterRenderFast(Raster *raster, int32 x, int32 y) +{ + IDirect3DTexture9 *dsttex; + IDirect3DSurface9 *srcsurf, *dstsurf; + D3DSURFACE_DESC srcdesc, dstdesc; + RECT rect = { x, y, x, y }; + + Raster *src = raster; + Raster *dst = Raster::getCurrentContext(); + D3dRaster *natdst = GETD3DRASTEREXT(dst); + D3dRaster *natsrc = GETD3DRASTEREXT(src); + + switch(dst->type){ + case Raster::CAMERATEXTURE: + switch(src->type){ + case Raster::CAMERA: + dsttex = (IDirect3DTexture9*)natdst->texture; + dsttex->GetSurfaceLevel(0, &dstsurf); + assert(dstsurf); + dstsurf->GetDesc(&dstdesc); + + d3ddevice->GetRenderTarget(0, &srcsurf); + assert(srcsurf); + srcsurf->GetDesc(&srcdesc); + + rect.right += srcdesc.Width; + rect.bottom += srcdesc.Height; + + d3ddevice->StretchRect(srcsurf, &rect, dstsurf, &rect, D3DTEXF_NONE); + dstsurf->Release(); + srcsurf->Release(); + return 1; + } + break; + } + + return 0; +} + + +// +// Device +// + +int +findFormatDepth(uint32 format) +{ + // not all formats actually + switch(format){ + case D3DFMT_R8G8B8: return 24; + case D3DFMT_A8R8G8B8: return 32; + case D3DFMT_X8R8G8B8: return 32; + case D3DFMT_R5G6B5: return 16; + case D3DFMT_X1R5G5B5: return 16; + case D3DFMT_A1R5G5B5: return 16; + case D3DFMT_A4R4G4B4: return 16; + case D3DFMT_R3G3B2: return 8; + case D3DFMT_A8: return 8; + case D3DFMT_A8R3G3B2: return 16; + case D3DFMT_X4R4G4B4: return 16; + case D3DFMT_A2B10G10R10: return 32; + case D3DFMT_A8B8G8R8: return 32; + case D3DFMT_X8B8G8R8: return 32; + case D3DFMT_G16R16: return 32; + case D3DFMT_A2R10G10B10: return 32; + case D3DFMT_A16B16G16R16: return 64; + + case D3DFMT_L8: return 8; + case D3DFMT_D16: return 16; + case D3DFMT_D24S8: return 32; + case D3DFMT_D24X8: return 32; + case D3DFMT_D24X4S4: return 32; + case D3DFMT_D32: return 32; + + default: return 0; + } +} + +// the commented ones don't "work" +static D3DFORMAT fbFormats[] = { +// D3DFMT_A1R5G5B5, +/// D3DFMT_A2R10G10B10, // works but let's not use it... +// D3DFMT_A8R8G8B8, + D3DFMT_X8R8G8B8, +// D3DFMT_X1R5G5B5, + D3DFMT_R5G6B5 +}; + +static void +addVideoMode(D3DDISPLAYMODE *mode) +{ + int i; + + for(i = 1; i < d3d9Globals.numModes; i++){ + if(d3d9Globals.modes[i].mode.Width == mode->Width && + d3d9Globals.modes[i].mode.Height == mode->Height && + d3d9Globals.modes[i].mode.Format == mode->Format){ + // had this format already, remember highest refresh rate + if(mode->RefreshRate > d3d9Globals.modes[i].mode.RefreshRate) + d3d9Globals.modes[i].mode.RefreshRate = mode->RefreshRate; + return; + } + } + + // none found, add + d3d9Globals.modes[d3d9Globals.numModes].mode = *mode; + d3d9Globals.modes[d3d9Globals.numModes].flags = VIDEOMODEEXCLUSIVE; + d3d9Globals.numModes++; +} + +static void +makeVideoModeList(void) +{ + int i, j; + D3DDISPLAYMODE mode; + + d3d9Globals.numModes = 1; + for(i = 0; i < nelem(fbFormats); i++) + d3d9Globals.numModes += d3d9Globals.d3d9->GetAdapterModeCount(d3d9Globals.adapter, fbFormats[i]); + + rwFree(d3d9Globals.modes); + d3d9Globals.modes = rwNewT(DisplayMode, d3d9Globals.numModes, ID_DRIVER | MEMDUR_EVENT); + + // first mode is current mode as windowed + d3d9Globals.d3d9->GetAdapterDisplayMode(d3d9Globals.adapter, &d3d9Globals.modes[0].mode); + d3d9Globals.modes[0].flags = 0; + d3d9Globals.numModes = 1; + + for(i = 0; i < nelem(fbFormats); i++){ + int n = d3d9Globals.d3d9->GetAdapterModeCount(d3d9Globals.adapter, fbFormats[i]); + for(j = 0; j < n; j++){ + d3d9Globals.d3d9->EnumAdapterModes(d3d9Globals.adapter, fbFormats[i], j, &mode); + addVideoMode(&mode); + } + } +} + +static int +openD3D(EngineOpenParams *params) +{ + HWND win = params->window; + + d3d9Globals.window = win; + d3d9Globals.numAdapters = 0; + d3d9Globals.modes = nil; + d3d9Globals.numModes = 0; + d3d9Globals.currentMode = 0; + + d3d9Globals.d3d9 = Direct3DCreate9(D3D_SDK_VERSION); + if(d3d9Globals.d3d9 == nil){ + RWERROR((ERR_GENERAL, "Direct3DCreate9() failed")); + return 0; + } + + d3d9Globals.numAdapters = d3d9Globals.d3d9->GetAdapterCount(); + d3d9Globals.adapter = 0; + + for(d3d9Globals.adapter = 0; d3d9Globals.adapter < d3d9Globals.numAdapters; d3d9Globals.adapter++) + if(d3d9Globals.d3d9->GetDeviceCaps(d3d9Globals.adapter, D3DDEVTYPE_HAL, &d3d9Globals.caps) == D3D_OK) + goto found; + // no adapter + d3d9Globals.d3d9->Release(); + d3d9Globals.d3d9 = nil; + RWERROR((ERR_GENERAL, "Direct3DCreate9() failed")); + return 0; + +found: + makeVideoModeList(); + return 1; +} + +static int +closeD3D(void) +{ + ULONG ref = d3d9Globals.d3d9->Release(); + if(ref != 0) + printf("IDirect3D9_Release did not destroy\n"); + d3d9Globals.d3d9 = nil; + rwFree(d3d9Globals.modes); + d3d9Globals.modes = nil; + d3d9Globals.numModes = 0; + d3d9Globals.currentMode = 0; + return 1; +} + +static int +startD3D(void) +{ + HRESULT hr; + int vp; + if(d3d9Globals.caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) + vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; + else + vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; + + uint32 width, height, depth; + D3DFORMAT format, zformat; + d3d9Globals.startMode = d3d9Globals.modes[d3d9Globals.currentMode]; + format = d3d9Globals.startMode.mode.Format; + + bool windowed = !(d3d9Globals.startMode.flags & VIDEOMODEEXCLUSIVE); + + // Use window size in windowed mode, otherwise get size from video mode + if(windowed){ + RECT rect; + GetClientRect(d3d9Globals.window, &rect); + width = rect.right - rect.left; + height = rect.bottom - rect.top; + }else{ + // this will be much better for restoring after iconification + SetWindowLong(d3d9Globals.window, GWL_STYLE, WS_POPUP); + width = d3d9Globals.startMode.mode.Width; + height = d3d9Globals.startMode.mode.Height; + } + + // See if we can get an alpha channel + if(format == D3DFMT_X8R8G8B8){ + if(d3d9Globals.d3d9->CheckDeviceType(d3d9Globals.adapter, D3DDEVTYPE_HAL, format, D3DFMT_A8R8G8B8, windowed) == D3D_OK) + format = D3DFMT_A8R8G8B8; + } + + depth = findFormatDepth(format); + + // TOOD: use something more sophisticated maybe? + if(depth == 32) + zformat = D3DFMT_D24S8; + else + zformat = D3DFMT_D16; + + d3d9Globals.present.BackBufferWidth = width; + d3d9Globals.present.BackBufferHeight = height; + d3d9Globals.present.BackBufferFormat = format; + d3d9Globals.present.BackBufferCount = 1; + d3d9Globals.present.MultiSampleType = d3d9Globals.msLevel == 1 ? + D3DMULTISAMPLE_NONE : (D3DMULTISAMPLE_TYPE)d3d9Globals.msLevel; + d3d9Globals.present.MultiSampleQuality = 0; + d3d9Globals.present.SwapEffect = D3DSWAPEFFECT_DISCARD; + d3d9Globals.present.hDeviceWindow = d3d9Globals.window; + d3d9Globals.present.Windowed = windowed; + d3d9Globals.present.EnableAutoDepthStencil = true; + d3d9Globals.present.AutoDepthStencilFormat = zformat; + d3d9Globals.present.Flags = 0; + d3d9Globals.present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; +// d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + + rw::d3d::isP8supported = 0; + + assert(d3d::d3ddevice == nil); + + BOOL icon = IsIconic(d3d9Globals.window); + IDirect3DDevice9 *dev; + hr = d3d9Globals.d3d9->CreateDevice(d3d9Globals.adapter, D3DDEVTYPE_HAL, + d3d9Globals.window, vp, &d3d9Globals.present, &dev); + if(FAILED(hr)){ + RWERROR((ERR_GENERAL, "CreateDevice() failed")); + return 0; + } + d3d::d3ddevice = dev; + return 1; +} + +static int +initD3D(void) +{ + int32 s, t; + + memset(&deviceCache, 0, sizeof(deviceCache)); + d3ddevice->GetRenderTarget(0, &d3d9Globals.defaultRenderTarget); + d3d9Globals.defaultRenderTarget->Release(); // refcount increased by Get + deviceCache.renderTargets[0] = d3d9Globals.defaultRenderTarget; + d3ddevice->GetDepthStencilSurface(&d3d9Globals.defaultDepthSurf); + d3d9Globals.defaultDepthSurf->Release(); // refcount increased by Get + deviceCache.depthSurface = d3d9Globals.defaultDepthSurf; + + d3d9Globals.numTextures = 0; + d3d9Globals.numVertexShaders = 0; + d3d9Globals.numPixelShaders = 0; + d3d9Globals.numVertexBuffers = 0; + d3d9Globals.numIndexBuffers = 0; + d3d9Globals.numVertexDeclarations = 0; + + VertexConstantData constants; + constants.normal.x = 0.0f; + constants.normal.y = 0.0f; + constants.normal.z = 0.0f; + constants.color.red = 0; + constants.color.green = 0; + constants.color.blue = 0; + constants.color.alpha = 255; + for(s = 0; s < 8; s++){ + constants.texCoors[s].u = 0.0f; + constants.texCoors[s].v = 0.0f; + } + assert(constantVertexStream == nil); + constantVertexStream = createVertexBuffer(sizeof(constants)*10000, 0, false); + assert(constantVertexStream); + uint8 *lockedvertices = lockVertices(constantVertexStream, 0, sizeof(constants), D3DLOCK_NOSYSLOCK); + assert(lockedvertices); + memcpy(lockedvertices, &constants, sizeof(constants)); + unlockVertices(constantVertexStream); + setStreamSource(2, constantVertexStream, 0, 0); + + d3ddevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); + rwStateCache.alphafunc = ALPHAGREATEREQUAL; + d3ddevice->SetRenderState(D3DRS_ALPHAREF, 10); + rwStateCache.alpharef = 10; + + rwStateCache.gsalpha = 0; + rwStateCache.gsalpharef = 128; + + d3ddevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + rwStateCache.fogenable = 0; + d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); + + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + rwStateCache.cullmode = CULLNONE; + + d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + rwStateCache.srcblend = BLENDSRCALPHA; + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + rwStateCache.destblend = BLENDINVSRCALPHA; + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 0); + rwStateCache.vertexAlpha = 0; + rwStateCache.textureAlpha = 0; + + rwStateCache.stencilenable = 0; + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + rwStateCache.stencilfail = STENCILKEEP; + d3ddevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); + rwStateCache.stencilzfail = STENCILKEEP; + d3ddevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); + rwStateCache.stencilpass = STENCILKEEP; + d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); + rwStateCache.stencilfunc = STENCILALWAYS; + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + rwStateCache.stencilref = 0; + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0); + rwStateCache.stencilmask = 0xFFFFFFFF; + d3ddevice->SetRenderState(D3DRS_STENCILMASK, 0xFFFFFFFF); + rwStateCache.stencilwritemask = 0xFFFFFFFF; + d3ddevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); + + setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); +// setTextureStageState(0, D3DTSS_CONSTANT, 0xFFFFFFFF); +// setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); +// setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT); +// setTextureStageState(0, D3DTSS_COLOROP, D3DTA_CONSTANT); + + // These states exist, not all do + validStates[D3DRS_ZENABLE] = 1; + validStates[D3DRS_FILLMODE] = 1; + validStates[D3DRS_SHADEMODE] = 1; + validStates[D3DRS_ZWRITEENABLE] = 1; + validStates[D3DRS_ALPHATESTENABLE] = 1; + validStates[D3DRS_LASTPIXEL] = 1; + validStates[D3DRS_SRCBLEND] = 1; + validStates[D3DRS_DESTBLEND] = 1; + validStates[D3DRS_CULLMODE] = 1; + validStates[D3DRS_ZFUNC] = 1; + validStates[D3DRS_ALPHAREF] = 1; + validStates[D3DRS_ALPHAFUNC] = 1; + validStates[D3DRS_DITHERENABLE] = 1; + validStates[D3DRS_ALPHABLENDENABLE] = 1; + validStates[D3DRS_FOGENABLE] = 1; + validStates[D3DRS_SPECULARENABLE] = 1; + validStates[D3DRS_FOGCOLOR] = 1; + validStates[D3DRS_FOGTABLEMODE] = 1; + validStates[D3DRS_FOGSTART] = 1; + validStates[D3DRS_FOGEND] = 1; + validStates[D3DRS_FOGDENSITY] = 1; + validStates[D3DRS_RANGEFOGENABLE] = 1; + validStates[D3DRS_STENCILENABLE] = 1; + validStates[D3DRS_STENCILFAIL] = 1; + validStates[D3DRS_STENCILZFAIL] = 1; + validStates[D3DRS_STENCILPASS] = 1; + validStates[D3DRS_STENCILFUNC] = 1; + validStates[D3DRS_STENCILREF] = 1; + validStates[D3DRS_STENCILMASK] = 1; + validStates[D3DRS_STENCILWRITEMASK] = 1; + validStates[D3DRS_TEXTUREFACTOR] = 1; + validStates[D3DRS_WRAP0] = 1; + validStates[D3DRS_WRAP1] = 1; + validStates[D3DRS_WRAP2] = 1; + validStates[D3DRS_WRAP3] = 1; + validStates[D3DRS_WRAP4] = 1; + validStates[D3DRS_WRAP5] = 1; + validStates[D3DRS_WRAP6] = 1; + validStates[D3DRS_WRAP7] = 1; + validStates[D3DRS_CLIPPING] = 1; + validStates[D3DRS_LIGHTING] = 1; + validStates[D3DRS_AMBIENT] = 1; + validStates[D3DRS_FOGVERTEXMODE] = 1; + validStates[D3DRS_COLORVERTEX] = 1; + validStates[D3DRS_LOCALVIEWER] = 1; + validStates[D3DRS_NORMALIZENORMALS] = 1; + validStates[D3DRS_DIFFUSEMATERIALSOURCE] = 1; + validStates[D3DRS_SPECULARMATERIALSOURCE] = 1; + validStates[D3DRS_AMBIENTMATERIALSOURCE] = 1; + validStates[D3DRS_EMISSIVEMATERIALSOURCE] = 1; + validStates[D3DRS_VERTEXBLEND] = 1; + validStates[D3DRS_CLIPPLANEENABLE] = 1; + validStates[D3DRS_POINTSIZE] = 1; + validStates[D3DRS_POINTSIZE_MIN] = 1; + validStates[D3DRS_POINTSPRITEENABLE] = 1; + validStates[D3DRS_POINTSCALEENABLE] = 1; + validStates[D3DRS_POINTSCALE_A] = 1; + validStates[D3DRS_POINTSCALE_B] = 1; + validStates[D3DRS_POINTSCALE_C] = 1; + validStates[D3DRS_MULTISAMPLEANTIALIAS] = 1; + validStates[D3DRS_MULTISAMPLEMASK] = 1; + validStates[D3DRS_PATCHEDGESTYLE] = 1; + validStates[D3DRS_DEBUGMONITORTOKEN] = 1; + validStates[D3DRS_POINTSIZE_MAX] = 1; + validStates[D3DRS_INDEXEDVERTEXBLENDENABLE] = 1; + validStates[D3DRS_COLORWRITEENABLE] = 1; + validStates[D3DRS_TWEENFACTOR] = 1; + validStates[D3DRS_BLENDOP] = 1; + validStates[D3DRS_POSITIONDEGREE] = 1; + validStates[D3DRS_NORMALDEGREE] = 1; + validStates[D3DRS_SCISSORTESTENABLE] = 1; + validStates[D3DRS_SLOPESCALEDEPTHBIAS] = 1; + validStates[D3DRS_ANTIALIASEDLINEENABLE] = 1; + validStates[D3DRS_MINTESSELLATIONLEVEL] = 1; + validStates[D3DRS_MAXTESSELLATIONLEVEL] = 1; + validStates[D3DRS_ADAPTIVETESS_X] = 1; + validStates[D3DRS_ADAPTIVETESS_Y] = 1; + validStates[D3DRS_ADAPTIVETESS_Z] = 1; + validStates[D3DRS_ADAPTIVETESS_W] = 1; + validStates[D3DRS_ENABLEADAPTIVETESSELLATION] = 1; + validStates[D3DRS_TWOSIDEDSTENCILMODE] = 1; + validStates[D3DRS_CCW_STENCILFAIL] = 1; + validStates[D3DRS_CCW_STENCILZFAIL] = 1; + validStates[D3DRS_CCW_STENCILPASS] = 1; + validStates[D3DRS_CCW_STENCILFUNC] = 1; + validStates[D3DRS_COLORWRITEENABLE1] = 1; + validStates[D3DRS_COLORWRITEENABLE2] = 1; + validStates[D3DRS_COLORWRITEENABLE3] = 1; + validStates[D3DRS_BLENDFACTOR] = 1; + validStates[D3DRS_SRGBWRITEENABLE] = 1; + validStates[D3DRS_DEPTHBIAS] = 1; + validStates[D3DRS_WRAP8] = 1; + validStates[D3DRS_WRAP9] = 1; + validStates[D3DRS_WRAP10] = 1; + validStates[D3DRS_WRAP11] = 1; + validStates[D3DRS_WRAP12] = 1; + validStates[D3DRS_WRAP13] = 1; + validStates[D3DRS_WRAP14] = 1; + validStates[D3DRS_WRAP15] = 1; + validStates[D3DRS_SEPARATEALPHABLENDENABLE] = 1; + validStates[D3DRS_SRCBLENDALPHA] = 1; + validStates[D3DRS_DESTBLENDALPHA] = 1; + validStates[D3DRS_BLENDOPALPHA] = 1; + + validTexStates[D3DTSS_COLOROP] = 1; + validTexStates[D3DTSS_COLORARG1] = 1; + validTexStates[D3DTSS_COLORARG2] = 1; + validTexStates[D3DTSS_ALPHAOP] = 1; + validTexStates[D3DTSS_ALPHAARG1] = 1; + validTexStates[D3DTSS_ALPHAARG2] = 1; + validTexStates[D3DTSS_BUMPENVMAT00] = 1; + validTexStates[D3DTSS_BUMPENVMAT01] = 1; + validTexStates[D3DTSS_BUMPENVMAT10] = 1; + validTexStates[D3DTSS_BUMPENVMAT11] = 1; + validTexStates[D3DTSS_TEXCOORDINDEX] = 1; + validTexStates[D3DTSS_BUMPENVLSCALE] = 1; + validTexStates[D3DTSS_BUMPENVLOFFSET] = 1; + validTexStates[D3DTSS_TEXTURETRANSFORMFLAGS] = 1; + validTexStates[D3DTSS_COLORARG0] = 1; + validTexStates[D3DTSS_ALPHAARG0] = 1; + validTexStates[D3DTSS_RESULTARG] = 1; + validTexStates[D3DTSS_CONSTANT] = 1; + + // Save the current states + for(s = 0; s < MAXNUMSTATES; s++) + if(validStates[s]){ + d3ddevice->GetRenderState((D3DRENDERSTATETYPE)s, (DWORD*)&d3dStates[s]); + stateCache[s].value = d3dStates[s]; + } + for(t = 0; t < MAXNUMTEXSTATES; t++) + if(validTexStates[t]) + for(s = 0; s < MAXNUMSTAGES; s++){ + d3ddevice->GetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, (DWORD*)&d3dTextureStageStates[t][s]); + textureStageStateCache[t][s].value = d3dTextureStageStates[t][s]; + } + for(t = 1; t < MAXNUMSAMPLERSTATES; t++) + for(s = 0; s < MAXNUMSTAGES; s++){ + d3ddevice->GetSamplerState(s, (D3DSAMPLERSTATETYPE)t, (DWORD*)&d3dSamplerStates[t][s]); + d3dSamplerStates[t][s] = d3dSamplerStates[t][s]; + } + // init rw cache + for(t = 0; t < MAXNUMSTAGES; t++){ + setFilterMode(t, Texture::NEAREST); + setAddressU(t, Texture::WRAP); + setAddressV(t, Texture::WRAP); + } + + IDirect3DSurface9 *surf; + D3DLOCKED_RECT lr; + uint8 whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF}; + whiteTex = (IDirect3DTexture9*)createTexture(1, 1, 1, 0, D3DFMT_X8R8G8B8); + whiteTex->GetSurfaceLevel(0, &surf); + HRESULT res = surf->LockRect(&lr, 0, D3DLOCK_NOSYSLOCK); + assert(res == D3D_OK); + memcpy(lr.pBits, whitepixel, 4); + surf->UnlockRect(); + surf->Release(); + + openIm2D(); + openIm3D(); + + return 1; +} + +static int +termD3D(void) +{ + destroyVertexBuffer(constantVertexStream); + constantVertexStream = nil; + + destroyTexture(whiteTex); + whiteTex = nil; + + closeIm3D(); + closeIm2D(); + + releaseVideoMemory(); + + ULONG ref = d3d::d3ddevice->Release(); + if(ref != 0) + printf("IDirect3D9Device_Release did not destroy\n"); + d3d::d3ddevice = nil; + return 1; +} + +static int +finalizeD3D(void) +{ + return 1; +} + +static int +deviceSystem(DeviceReq req, void *arg, int32 n) +{ + D3DADAPTER_IDENTIFIER9 adapter; + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openD3D((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeD3D(); + + case DEVICEINIT: + return startD3D() && initD3D(); + case DEVICETERM: + return termD3D(); + + case DEVICEFINALIZE: + return finalizeD3D(); + + + case DEVICEGETNUMSUBSYSTEMS: + return d3d9Globals.numAdapters; + + case DEVICEGETCURRENTSUBSYSTEM: + return d3d9Globals.adapter; + + case DEVICESETSUBSYSTEM: + if(n >= d3d9Globals.numAdapters) + return 0; + d3d9Globals.adapter = n; + if(d3d9Globals.d3d9->GetDeviceCaps(d3d9Globals.adapter, D3DDEVTYPE_HAL, &d3d9Globals.caps) != D3D_OK) + return 0; + makeVideoModeList(); + return 1; + + case DEVICEGETSUBSSYSTEMINFO: + if(n >= d3d9Globals.numAdapters) + return 0; + if(d3d9Globals.d3d9->GetAdapterIdentifier(d3d9Globals.adapter, 0, &adapter) != D3D_OK) + return 0; + strncpy(((SubSystemInfo*)arg)->name, adapter.Description, sizeof(SubSystemInfo::name)); + return 1; + + + case DEVICEGETNUMVIDEOMODES: + return d3d9Globals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return d3d9Globals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= d3d9Globals.numModes) + return 0; + d3d9Globals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = d3d9Globals.modes[n].mode.Width; + rwmode->height = d3d9Globals.modes[n].mode.Height; + rwmode->depth = findFormatDepth(d3d9Globals.modes[n].mode.Format); + rwmode->flags = d3d9Globals.modes[n].flags; + return 1; + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + assert(d3d9Globals.d3d9 != nil); + uint32 level; + DWORD quality; + for (level = D3DMULTISAMPLE_16_SAMPLES; level > D3DMULTISAMPLE_NONMASKABLE; level--) { + if (SUCCEEDED(d3d9Globals.d3d9->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3d9Globals.startMode.mode.Format, + !(d3d9Globals.startMode.flags & VIDEOMODEEXCLUSIVE), (D3DMULTISAMPLE_TYPE)level, + &quality))) + return level; + } + } + return 1; + case DEVICEGETMULTISAMPLINGLEVELS: + if(d3d9Globals.msLevel == 0) + return 1; + return d3d9Globals.msLevel; + case DEVICESETMULTISAMPLINGLEVELS: + d3d9Globals.msLevel = (uint32)n; + return 1; + } + return 1; +} + +Device renderdevice = { + 0.0f, 1.0f, + d3d::beginUpdate, + d3d::endUpdate, + d3d::clearCamera, + d3d::showRaster, + d3d::rasterRenderFast, + d3d::setRwRenderState, + d3d::getRwRenderState, + d3d::im2DRenderLine, + d3d::im2DRenderTriangle, + d3d::im2DRenderPrimitive, + d3d::im2DRenderIndexedPrimitive, + d3d::im3DTransform, + d3d::im3DRenderPrimitive, + d3d::im3DRenderIndexedPrimitive, + d3d::im3DEnd, + d3d::deviceSystem, +}; + +#endif +} +} diff --git a/src/d3d/d3dimmed.cpp b/src/d3d/d3dimmed.cpp new file mode 100644 index 0000000..e0df9d9 --- /dev/null +++ b/src/d3d/d3dimmed.cpp @@ -0,0 +1,404 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" +#include "rwd3d9.h" +#include "rwd3dimpl.h" + +namespace rw { +namespace d3d { + +#ifdef RW_D3D9 + +// might want to tweak this +#define NUMINDICES 10000 +#define NUMVERTICES 10000 + +static int primTypeMap[] = { + D3DPT_POINTLIST, // invalid + D3DPT_LINELIST, + D3DPT_LINESTRIP, + D3DPT_TRIANGLELIST, + D3DPT_TRIANGLESTRIP, + D3DPT_TRIANGLEFAN, + D3DPT_POINTLIST, // actually not supported! +}; + +static IDirect3DVertexDeclaration9 *im2ddecl; +static IDirect3DVertexBuffer9 *im2dvertbuf; +static IDirect3DIndexBuffer9 *im2dindbuf; + +void *im2dOverridePS; + +void +openIm2D(void) +{ + D3DVERTEXELEMENT9 elements[4] = { +// can't get proper fog with this :( +// { 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 }, + { 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, offsetof(Im2DVertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, + { 0, offsetof(Im2DVertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + D3DDECL_END() + }; + assert(im2ddecl == nil); + im2ddecl = (IDirect3DVertexDeclaration9*)d3d9::createVertexDeclaration((d3d9::VertexElement*)elements); + assert(im2ddecl); + + assert(im2dvertbuf == nil); + im2dvertbuf = (IDirect3DVertexBuffer9*)createVertexBuffer(NUMVERTICES*sizeof(Im2DVertex), 0, true); + assert(im2dvertbuf); + addDynamicVB(NUMVERTICES*sizeof(Im2DVertex), 0, &im2dvertbuf); + + assert(im2dindbuf == nil); + im2dindbuf = (IDirect3DIndexBuffer9*)createIndexBuffer(NUMINDICES*sizeof(uint16), true); + assert(im2dindbuf); + addDynamicIB(NUMINDICES*sizeof(uint16), &im2dindbuf); +} + +void +closeIm2D(void) +{ + d3d9::destroyVertexDeclaration(im2ddecl); + im2ddecl = nil; + + removeDynamicVB(&im2dvertbuf); + destroyVertexBuffer(im2dvertbuf); + im2dvertbuf = nil; + + removeDynamicIB(&im2dindbuf); + destroyIndexBuffer(im2dindbuf); + im2dindbuf = nil; +} + +static Im2DVertex tmpprimbuf[3]; + +void +im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + im2DRenderPrimitive(PRIMTYPELINELIST, tmpprimbuf, 2); +} + +void +im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + tmpprimbuf[2] = verts[vert3]; + im2DRenderPrimitive(PRIMTYPETRILIST, tmpprimbuf, 3); +} + +void +im2DSetXform(void) +{ + float xform[4]; + Camera *cam; + cam = (Camera*)engine->currentCamera; + xform[0] = 2.0f/cam->frameBuffer->width; + xform[1] = -2.0f/cam->frameBuffer->height; + xform[2] = -1.0f; + xform[3] = 1.0f; + // TODO: should cache this... + d3ddevice->SetVertexShaderConstantF(VSLOC_afterLights, xform, 1); +} + +void +im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices) +{ + if(numVertices > NUMVERTICES){ + // TODO: error + return; + } + uint8 *lockedvertices = lockVertices(im2dvertbuf, 0, numVertices*sizeof(Im2DVertex), D3DLOCK_DISCARD); + memcpy(lockedvertices, vertices, numVertices*sizeof(Im2DVertex)); + unlockVertices(im2dvertbuf); + + setStreamSource(0, im2dvertbuf, 0, sizeof(Im2DVertex)); + setVertexDeclaration(im2ddecl); + + im2DSetXform(); + + setVertexShader(im2d_VS); + if(im2dOverridePS) + setPixelShader(im2dOverridePS); + else if(engine->device.getRenderState(TEXTURERASTER)) + setPixelShader(im2d_tex_PS); + else + setPixelShader(im2d_PS); + + d3d::flushCache(); + + uint32 primCount = 0; + switch(primType){ + case PRIMTYPELINELIST: + primCount = numVertices/2; + break; + case PRIMTYPEPOLYLINE: + primCount = numVertices-1; + break; + case PRIMTYPETRILIST: + primCount = numVertices/3; + break; + case PRIMTYPETRISTRIP: + primCount = numVertices-2; + break; + case PRIMTYPETRIFAN: + primCount = numVertices-2; + break; + case PRIMTYPEPOINTLIST: + primCount = numVertices; + break; + } + d3ddevice->DrawPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0, primCount); +} + +void +im2DRenderIndexedPrimitive(PrimitiveType primType, + void *vertices, int32 numVertices, void *indices, int32 numIndices) +{ + if(numVertices > NUMVERTICES || + numIndices > NUMINDICES){ + // TODO: error + return; + } + uint16 *lockedindices = lockIndices(im2dindbuf, 0, numIndices*sizeof(uint16), D3DLOCK_DISCARD); + memcpy(lockedindices, indices, numIndices*sizeof(uint16)); + unlockIndices(im2dindbuf); + + uint8 *lockedvertices = lockVertices(im2dvertbuf, 0, numVertices*sizeof(Im2DVertex), D3DLOCK_DISCARD); + memcpy(lockedvertices, vertices, numVertices*sizeof(Im2DVertex)); + unlockVertices(im2dvertbuf); + + setStreamSource(0, im2dvertbuf, 0, sizeof(Im2DVertex)); + setIndices(im2dindbuf); + setVertexDeclaration(im2ddecl); + + im2DSetXform(); + + setVertexShader(im2d_VS); + if(im2dOverridePS) + setPixelShader(im2dOverridePS); + else if(engine->device.getRenderState(TEXTURERASTER)) + setPixelShader(im2d_tex_PS); + else + setPixelShader(im2d_PS); + + d3d::flushCache(); + + uint32 primCount = 0; + switch(primType){ + case PRIMTYPELINELIST: + primCount = numIndices/2; + break; + case PRIMTYPEPOLYLINE: + primCount = numIndices-1; + break; + case PRIMTYPETRILIST: + primCount = numIndices/3; + break; + case PRIMTYPETRISTRIP: + primCount = numIndices-2; + break; + case PRIMTYPETRIFAN: + primCount = numIndices-2; + break; + case PRIMTYPEPOINTLIST: + primCount = numIndices; + break; + } + d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0, + 0, numVertices, + 0, primCount); +} + + +// Im3D + + +static IDirect3DVertexDeclaration9 *im3ddecl; +static IDirect3DVertexBuffer9 *im3dvertbuf; +static IDirect3DIndexBuffer9 *im3dindbuf; +static int32 num3DVertices; + +void +openIm3D(void) +{ + D3DVERTEXELEMENT9 elements[5] = { + { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, offsetof(Im3DVertex, normal), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, + { 0, offsetof(Im3DVertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, + { 0, offsetof(Im3DVertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + D3DDECL_END() + }; + + assert(im3ddecl == nil); + im3ddecl = (IDirect3DVertexDeclaration9*)d3d9::createVertexDeclaration((d3d9::VertexElement*)elements); + assert(im3ddecl); + + assert(im3dvertbuf == nil); + im3dvertbuf = (IDirect3DVertexBuffer9*)createVertexBuffer(NUMVERTICES*sizeof(Im3DVertex), 0, true); + assert(im3dvertbuf); + addDynamicVB(NUMVERTICES*sizeof(Im3DVertex), 0, &im3dvertbuf); + + assert(im3dindbuf == nil); + im3dindbuf = (IDirect3DIndexBuffer9*)createIndexBuffer(NUMINDICES*sizeof(uint16), true); + assert(im3dindbuf); + addDynamicIB(NUMINDICES*sizeof(uint16), &im3dindbuf); +} + +void +closeIm3D(void) +{ + d3d9::destroyVertexDeclaration(im3ddecl); + im3ddecl = nil; + + removeDynamicVB(&im3dvertbuf); + destroyVertexBuffer(im3dvertbuf); + im3dvertbuf = nil; + + removeDynamicIB(&im3dindbuf); + destroyIndexBuffer(im3dindbuf); + im3dindbuf = nil; +} + +// settable by user - TOOD: make this less shit +RGBA im3dMaterialColor = { 255, 255, 255, 255 }; +SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f }; + +void +im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags) +{ + if(world == nil) + uploadMatrices(); + else + uploadMatrices(world); + + if((flags & im3d::VERTEXUV) == 0) + SetRenderStatePtr(TEXTURERASTER, nil); + + void *shader = default_amb_VS; + if(flags & im3d::LIGHTING){ + setMaterial(im3dMaterialColor, im3dSurfaceProps); + int32 vsBits = lightingCB_Shader(); + // Pick a shader + if((vsBits & VSLIGHT_MASK) == 0) + shader = default_amb_VS; + else if((vsBits & VSLIGHT_MASK) == VSLIGHT_DIRECT) + shader = default_amb_dir_VS; + else + shader = default_all_VS; + }else{ + static RGBA white = { 255, 255, 255, 255 }; + static SurfaceProperties surfprops = { 0.0f, 0.0f, 0.0f }; + setMaterial(white, surfprops); + } + + uint8 *lockedvertices = lockVertices(im3dvertbuf, 0, numVertices*sizeof(Im3DVertex), D3DLOCK_DISCARD); + memcpy(lockedvertices, vertices, numVertices*sizeof(Im3DVertex)); + unlockVertices(im3dvertbuf); + + setStreamSource(0, im3dvertbuf, 0, sizeof(Im3DVertex)); + setVertexDeclaration(im3ddecl); + + setVertexShader(shader); + + num3DVertices = numVertices; +} + +void +im3DRenderPrimitive(PrimitiveType primType) +{ + if(engine->device.getRenderState(TEXTURERASTER)) + setPixelShader(default_tex_PS); + else + setPixelShader(default_PS); + + d3d::flushCache(); + + uint32 primCount = 0; + switch(primType){ + case PRIMTYPELINELIST: + primCount = num3DVertices/2; + break; + case PRIMTYPEPOLYLINE: + primCount = num3DVertices-1; + break; + case PRIMTYPETRILIST: + primCount = num3DVertices/3; + break; + case PRIMTYPETRISTRIP: + primCount = num3DVertices-2; + break; + case PRIMTYPETRIFAN: + primCount = num3DVertices-2; + break; + case PRIMTYPEPOINTLIST: + primCount = num3DVertices; + break; + } + d3ddevice->DrawPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0, primCount); +} + +void +im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices) +{ + uint16 *lockedindices = lockIndices(im3dindbuf, 0, numIndices*sizeof(uint16), D3DLOCK_DISCARD); + memcpy(lockedindices, indices, numIndices*sizeof(uint16)); + unlockIndices(im3dindbuf); + + setIndices(im3dindbuf); + + if(engine->device.getRenderState(TEXTURERASTER)) + setPixelShader(default_tex_PS); + else + setPixelShader(default_PS); + + d3d::flushCache(); + + uint32 primCount = 0; + switch(primType){ + case PRIMTYPELINELIST: + primCount = numIndices/2; + break; + case PRIMTYPEPOLYLINE: + primCount = numIndices-1; + break; + case PRIMTYPETRILIST: + primCount = numIndices/3; + break; + case PRIMTYPETRISTRIP: + primCount = numIndices-2; + break; + case PRIMTYPETRIFAN: + primCount = numIndices-2; + break; + case PRIMTYPEPOINTLIST: + primCount = numIndices; + break; + } + d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0, + 0, num3DVertices, + 0, primCount); +} + +void +im3DEnd(void) +{ +} + +#endif +} +} diff --git a/src/d3d/d3drender.cpp b/src/d3d/d3drender.cpp new file mode 100644 index 0000000..d135d87 --- /dev/null +++ b/src/d3d/d3drender.cpp @@ -0,0 +1,424 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwd3d.h" + +namespace rw { +namespace d3d { + +#ifdef RW_D3D9 +IDirect3DDevice9 *d3ddevice = nil; + +#define MAX_LIGHTS 8 + + +#define VS_NAME g_vs20_main +#define PS_NAME g_ps20_main +void *default_amb_VS; +void *default_amb_dir_VS; +void *default_all_VS; +void *default_PS; +void *default_tex_PS; +void *im2d_VS; +void *im2d_PS; +void *im2d_tex_PS; + + +void +createDefaultShaders(void) +{ + { + static +#include "shaders/default_amb_VS.h" + default_amb_VS = createVertexShader((void*)VS_NAME); + assert(default_amb_VS); + } + { + static +#include "shaders/default_amb_dir_VS.h" + default_amb_dir_VS = createVertexShader((void*)VS_NAME); + assert(default_amb_dir_VS); + } + { + static +#include "shaders/default_all_VS.h" + default_all_VS = createVertexShader((void*)VS_NAME); + assert(default_all_VS); + } + + { + static +#include "shaders/default_PS.h" + default_PS = createPixelShader((void*)PS_NAME); + assert(default_PS); + } + { + static +#include "shaders/default_tex_PS.h" + default_tex_PS = createPixelShader((void*)PS_NAME); + assert(default_tex_PS); + } + + { + static +#include "shaders/im2d_VS.h" + im2d_VS = createVertexShader((void*)VS_NAME); + assert(im2d_VS); + } + { + static +#include "shaders/im2d_PS.h" + im2d_PS = createPixelShader((void*)PS_NAME); + assert(im2d_PS); + } + { + static +#include "shaders/im2d_tex_PS.h" + im2d_tex_PS = createPixelShader((void*)PS_NAME); + assert(im2d_tex_PS); + } +} + +void +destroyDefaultShaders(void) +{ + destroyVertexShader(default_amb_VS); + default_amb_VS = nil; + destroyVertexShader(default_amb_dir_VS); + default_amb_dir_VS = nil; + destroyVertexShader(default_all_VS); + default_all_VS = nil; + + destroyPixelShader(default_PS); + default_PS = nil; + destroyPixelShader(default_tex_PS); + default_tex_PS = nil; + + destroyVertexShader(im2d_VS); + im2d_VS = nil; + destroyPixelShader(im2d_PS); + im2d_PS = nil; + destroyPixelShader(im2d_tex_PS); + im2d_tex_PS = nil; +} + + +void +lightingCB_Fix(Atomic *atomic) +{ + WorldLights lightData; + Light *directionals[8]; + Light *locals[8]; + lightData.directionals = directionals; + lightData.numDirectionals = 8; + lightData.locals = locals; + lightData.numLocals = 8; + + ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData); + + int i, n; + RGBA amb; + D3DLIGHT9 light; + light.Type = D3DLIGHT_DIRECTIONAL; + //light.Diffuse = { 0.8f, 0.8f, 0.8f, 1.0f }; + light.Specular = { 0.0f, 0.0f, 0.0f, 0.0f }; + light.Ambient = { 0.0f, 0.0f, 0.0f, 0.0f }; + light.Position = { 0.0f, 0.0f, 0.0f }; + //light.Direction = { 0.0f, 0.0f, -1.0f }; + light.Range = 0.0f; + light.Falloff = 0.0f; + light.Attenuation0 = 0.0f; + light.Attenuation1 = 0.0f; + light.Attenuation2 = 0.0f; + light.Theta = 0.0f; + light.Phi = 0.0f; + + convColor(&amb, &lightData.ambient); + d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha)); + + n = 0; + for(i = 0; i < lightData.numDirectionals; i++){ + if(n >= MAX_LIGHTS) + return; + Light *l = lightData.directionals[i]; + light.Type = D3DLIGHT_DIRECTIONAL; + light.Diffuse = *(D3DCOLORVALUE*)&l->color; + light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at; + d3ddevice->SetLight(n, &light); + d3ddevice->LightEnable(n, TRUE); + n++; + } + + for(i = 0; i < lightData.numLocals; i++){ + if(n >= MAX_LIGHTS) + return; + Light *l = lightData.locals[i]; + switch(l->getType()){ + case Light::POINT: + light.Type = D3DLIGHT_POINT; + light.Diffuse = *(D3DCOLORVALUE*)&l->color; + light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos; + light.Direction.x = 0.0f; + light.Direction.y = 0.0f; + light.Direction.z = 0.0f; + light.Range = l->radius; + light.Falloff = 1.0f; + light.Attenuation0 = 1.0f; + light.Attenuation1 = 0.0f/l->radius; + light.Attenuation2 = 5.0f/(l->radius*l->radius); + d3ddevice->SetLight(n, &light); + d3ddevice->LightEnable(n, TRUE); + n++; + break; + + case Light::SPOT: + light.Type = D3DLIGHT_SPOT; + light.Diffuse = *(D3DCOLORVALUE*)&l->color; + light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos; + light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at; + light.Range = l->radius; + light.Falloff = 1.0f; + light.Attenuation0 = 1.0f; + light.Attenuation1 = 0.0f/l->radius; + light.Attenuation2 = 5.0f/(l->radius*l->radius); + light.Theta = l->getAngle()*2.0f; + light.Phi = light.Theta; + d3ddevice->SetLight(n, &light); + d3ddevice->LightEnable(n, TRUE); + n++; + break; + + case Light::SOFTSPOT: + light.Type = D3DLIGHT_SPOT; + light.Diffuse = *(D3DCOLORVALUE*)&l->color; + light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos; + light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at; + light.Range = l->radius; + light.Falloff = 1.0f; + light.Attenuation0 = 1.0f; + light.Attenuation1 = 0.0f/l->radius; + light.Attenuation2 = 5.0f/(l->radius*l->radius); + light.Theta = 0.0f; + light.Phi = l->getAngle()*2.0f; + d3ddevice->SetLight(n, &light); + d3ddevice->LightEnable(n, TRUE); + n++; + break; + } + } + + for(; n < MAX_LIGHTS; n++) + d3ddevice->LightEnable(n, FALSE); +} + + +struct LightVS +{ + V3d color; float param0; + V3d position; float param1; + V3d direction; float param2; +}; + +void +setAmbient(const RGBAf &color) +{ + if(!equal(d3dShaderState.ambient, color)){ + d3dShaderState.ambient = color; + d3ddevice->SetVertexShaderConstantF(VSLOC_ambLight, (float*)&color, 1); + } +} + +void +setNumLights(int numDir, int numPoint, int numSpot) +{ + static int32 numLights[4*3]; + if(d3dShaderState.numDir != numDir || + d3dShaderState.numPoint != numPoint || + d3dShaderState.numSpot != numSpot){ + numLights[0] = d3dShaderState.numDir = numDir; + numLights[4] = d3dShaderState.numPoint = numPoint; + numLights[8] = d3dShaderState.numSpot = numSpot; + d3ddevice->SetVertexShaderConstantI(VSLOC_numLights, numLights, 3); + } +} + +int32 +uploadLights(WorldLights *lightData) +{ + int i; + int bits = 0; + float32 firstLight[4]; + firstLight[0] = 0; // directional + firstLight[1] = 0; // point + firstLight[2] = 0; // spot + firstLight[3] = 0; + + if(lightData->numAmbients) + bits |= VSLIGHT_AMBIENT; + + LightVS directionals[8]; + LightVS points[8]; + LightVS spots[8]; + for(i = 0; i < lightData->numDirectionals; i++){ + Light *l = lightData->directionals[i]; + directionals[i].color.x = l->color.red; + directionals[i].color.y = l->color.green; + directionals[i].color.z = l->color.blue; + directionals[i].direction = l->getFrame()->getLTM()->at; + bits |= VSLIGHT_DIRECT; + } + + int np = 0; + int ns = 0; + for(i = 0; i < lightData->numLocals; i++){ + Light *l = lightData->locals[i]; + + switch(l->getType()){ + case Light::POINT: + points[np].color.x = l->color.red; + points[np].color.y = l->color.green; + points[np].color.z = l->color.blue; + points[np].param0 = l->radius; + points[np].position = l->getFrame()->getLTM()->pos; + np++; + bits |= VSLIGHT_POINT; + break; + case Light::SPOT: + case Light::SOFTSPOT: + spots[ns].color.x = l->color.red; + spots[ns].color.y = l->color.green; + spots[ns].color.z = l->color.blue; + spots[ns].param0 = l->radius; + spots[ns].position = l->getFrame()->getLTM()->pos; + spots[ns].direction = l->getFrame()->getLTM()->at; + spots[ns].param1 = l->minusCosAngle; + // lower bound of falloff + if(l->getType() == Light::SOFTSPOT) + spots[ns].param2 = 0.0f; + else + spots[ns].param2 = 1.0f; + bits |= VSLIGHT_SPOT; + ns++; + break; + } + } + + firstLight[0] = 0; + int numDir = lightData->numDirectionals; + firstLight[1] = numDir + firstLight[0]; + int numPoint = np; + firstLight[2] = numPoint + firstLight[1]; + int numSpot = ns; + + setNumLights(numDir, numPoint, numSpot); + if(d3dShaderState.lightOffset[0] != firstLight[0] || + d3dShaderState.lightOffset[1] != firstLight[1] || + d3dShaderState.lightOffset[2] != firstLight[2]){ + d3dShaderState.lightOffset[0] = firstLight[0]; + d3dShaderState.lightOffset[1] = firstLight[1]; + d3dShaderState.lightOffset[2] = firstLight[2]; + d3ddevice->SetVertexShaderConstantF(VSLOC_lightOffset, firstLight, 1); + } + + int32 off = VSLOC_lights; + if(numDir) + d3ddevice->SetVertexShaderConstantF(off, (float*)&directionals, numDir*3); + off += numDir*3; + + if(numPoint) + d3ddevice->SetVertexShaderConstantF(off, (float*)&points, numPoint*3); + off += numPoint*3; + + if(numSpot) + d3ddevice->SetVertexShaderConstantF(off, (float*)&spots, numSpot*3); + + return bits; +} + +int32 +lightingCB_Shader(Atomic *atomic) +{ + WorldLights lightData; + Light *directionals[8]; + Light *locals[8]; + lightData.directionals = directionals; + lightData.numDirectionals = 8; + lightData.locals = locals; + lightData.numLocals = 8; + + if(atomic->geometry->flags & rw::Geometry::LIGHT){ + ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData); + setAmbient(lightData.ambient); + return uploadLights(&lightData); + }else{ + static const RGBAf black = { 0.0f, 0.0f, 0.0f, 0.0f }; + setAmbient(black); + setNumLights(0, 0, 0); + return 0; + } +} + +int32 +lightingCB_Shader(void) +{ + WorldLights lightData; + Light *directionals[8]; + Light *locals[8]; + lightData.directionals = directionals; + lightData.numDirectionals = 8; + lightData.locals = locals; + lightData.numLocals = 8; + + ((World*)engine->currentWorld)->enumerateLights(&lightData); + setAmbient(lightData.ambient); + return uploadLights(&lightData); +} + +static RawMatrix identityXform = { + { 1.0f, 0.0f, 0.0f }, 0.0f, + { 0.0f, 1.0f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.0f, 0.0f, 0.0f }, 1.0f +}; + +void +uploadMatrices(void) +{ + RawMatrix combined; + Camera *cam = engine->currentCamera; + d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&identityXform, 4); + d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&identityXform, 4); + + RawMatrix::mult(&combined, &cam->devView, &cam->devProj); + d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4); +} + +void +uploadMatrices(Matrix *worldMat) +{ + RawMatrix combined, world, worldview; + Camera *cam = engine->currentCamera; + convMatrix(&world, worldMat); + d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&world, 4); + // TODO: inverse transpose + d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&world, 4); + + RawMatrix::mult(&worldview, &world, &cam->devView); + RawMatrix::mult(&combined, &worldview, &cam->devProj); + d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4); +} + + + +#endif + +} +} diff --git a/src/d3d/rwd3d.h b/src/d3d/rwd3d.h new file mode 100644 index 0000000..cabfeff --- /dev/null +++ b/src/d3d/rwd3d.h @@ -0,0 +1,421 @@ +#ifdef RW_D3D9 +#ifdef WITH_D3D +#include +#endif +#endif + +namespace rw { + +#ifdef RW_D3D9 + +#ifdef _WINDOWS_ +struct EngineOpenParams +{ + HWND window; +}; +#else +struct EngineOpenParams +{ + uint32 please_include_windows_h; +}; +#endif +#else +#ifdef _D3D9_H_ +#error "please don't include d3d9.h for non-d3d9 platforms" +#endif +#endif + +namespace d3d { + +extern bool32 isP8supported; + +extern Device renderdevice; + +#ifdef RW_D3D9 +#ifdef _D3D9_H_ +extern IDirect3DDevice9 *d3ddevice; +void setD3dMaterial(D3DMATERIAL9 *mat9); +#endif + +#define COLOR_ARGB(a, r, g, b) ((rw::uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) + +struct Im3DVertex +{ + V3d position; + V3d normal; // librw extension + uint32 color; + float32 u, v; + + void setX(float32 x) { this->position.x = x; } + void setY(float32 y) { this->position.y = y; } + void setZ(float32 z) { this->position.z = z; } + void setNormalX(float32 x) { this->normal.x = x; } + void setNormalY(float32 y) { this->normal.y = y; } + void setNormalZ(float32 z) { this->normal.z = z; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); } + void setU(float32 u) { this->u = u; } + void setV(float32 v) { this->v = v; } + + float getX(void) { return this->position.x; } + float getY(void) { return this->position.y; } + float getZ(void) { return this->position.z; } + float getNormalX(void) { return this->normal.x; } + float getNormalY(void) { return this->normal.y; } + float getNormalZ(void) { return this->normal.z; } + RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF, + this->color & 0xFF, this->color>>24 & 0xFF); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; +extern RGBA im3dMaterialColor; +extern SurfaceProperties im3dSurfaceProps; + +struct Im2DVertex +{ + float32 x, y, z; + //float32 q; // recipz no longer used because we have a vertex stage now + float32 w; + uint32 color; + float32 u, v; + + void setScreenX(float32 x) { this->x = x; } + void setScreenY(float32 y) { this->y = y; } + void setScreenZ(float32 z) { this->z = z; } + void setCameraZ(float32 z) { this->w = z; } +// void setRecipCameraZ(float32 recipz) { this->q = recipz; } + void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); } + void setU(float32 u, float recipZ) { this->u = u; } + void setV(float32 v, float recipZ) { this->v = v; } + + float getScreenX(void) { return this->x; } + float getScreenY(void) { return this->y; } + float getScreenZ(void) { return this->z; } +// float getCameraZ(void) { return 1.0f/this->q; } +// float getRecipCameraZ(void) { return this->q; } + float getCameraZ(void) { return this->w; } + float getRecipCameraZ(void) { return 1.0f/this->w; } + RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF, + this->color & 0xFF, this->color>>24 & 0xFF); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + +#else +#ifndef MAKEFOURCC +#define MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((uint32)(uint8)(ch0) | ((uint32)(uint8)(ch1) << 8) | \ + ((uint32)(uint8)(ch2) << 16) | ((uint32)(uint8)(ch3) << 24 )) +#endif +enum { + D3DFMT_UNKNOWN = 0, + + D3DFMT_R8G8B8 = 20, + D3DFMT_A8R8G8B8 = 21, + D3DFMT_X8R8G8B8 = 22, + D3DFMT_R5G6B5 = 23, + D3DFMT_X1R5G5B5 = 24, + D3DFMT_A1R5G5B5 = 25, + D3DFMT_A4R4G4B4 = 26, + D3DFMT_R3G3B2 = 27, + D3DFMT_A8 = 28, + D3DFMT_A8R3G3B2 = 29, + D3DFMT_X4R4G4B4 = 30, + D3DFMT_A2B10G10R10 = 31, + D3DFMT_A8B8G8R8 = 32, + D3DFMT_X8B8G8R8 = 33, + D3DFMT_G16R16 = 34, + D3DFMT_A2R10G10B10 = 35, + D3DFMT_A16B16G16R16 = 36, + + D3DFMT_A8P8 = 40, + D3DFMT_P8 = 41, + + D3DFMT_L8 = 50, + D3DFMT_A8L8 = 51, + D3DFMT_A4L4 = 52, + + D3DFMT_V8U8 = 60, + D3DFMT_L6V5U5 = 61, + D3DFMT_X8L8V8U8 = 62, + D3DFMT_Q8W8V8U8 = 63, + D3DFMT_V16U16 = 64, + D3DFMT_A2W10V10U10 = 67, + + D3DFMT_UYVY = MAKEFOURCC('U', 'Y', 'V', 'Y'), + D3DFMT_R8G8_B8G8 = MAKEFOURCC('R', 'G', 'B', 'G'), + D3DFMT_YUY2 = MAKEFOURCC('Y', 'U', 'Y', '2'), + D3DFMT_G8R8_G8B8 = MAKEFOURCC('G', 'R', 'G', 'B'), + D3DFMT_DXT1 = MAKEFOURCC('D', 'X', 'T', '1'), + D3DFMT_DXT2 = MAKEFOURCC('D', 'X', 'T', '2'), + D3DFMT_DXT3 = MAKEFOURCC('D', 'X', 'T', '3'), + D3DFMT_DXT4 = MAKEFOURCC('D', 'X', 'T', '4'), + D3DFMT_DXT5 = MAKEFOURCC('D', 'X', 'T', '5'), + + D3DFMT_D16_LOCKABLE = 70, + D3DFMT_D32 = 71, + D3DFMT_D15S1 = 73, + D3DFMT_D24S8 = 75, + D3DFMT_D24X8 = 77, + D3DFMT_D24X4S4 = 79, + D3DFMT_D16 = 80, + + D3DFMT_D32F_LOCKABLE = 82, + D3DFMT_D24FS8 = 83, + + // d3d9ex only + /* Z-Stencil formats valid for CPU access */ + D3DFMT_D32_LOCKABLE = 84, + D3DFMT_S8_LOCKABLE = 85, + + D3DFMT_L16 = 81, + + D3DFMT_VERTEXDATA =100, + D3DFMT_INDEX16 =101, + D3DFMT_INDEX32 =102, + + D3DFMT_Q16W16V16U16 =110, + + D3DFMT_MULTI2_ARGB8 = MAKEFOURCC('M','E','T','1'), + + // Floating point surface formats + + // s10e5 formats (16-bits per channel) + D3DFMT_R16F = 111, + D3DFMT_G16R16F = 112, + D3DFMT_A16B16G16R16F = 113, + + // IEEE s23e8 formats (32-bits per channel) + D3DFMT_R32F = 114, + D3DFMT_G32R32F = 115, + D3DFMT_A32B32G32R32F = 116, + + D3DFMT_CxV8U8 = 117, + + // d3d9ex only + // Monochrome 1 bit per pixel format + D3DFMT_A1 = 118, + // 2.8 biased fixed point + D3DFMT_A2B10G10R10_XR_BIAS = 119, + // Binary format indicating that the data has no inherent type + D3DFMT_BINARYBUFFER = 199 +}; + +enum { + D3DLOCK_NOSYSLOCK = 0, // ignored + D3DPOOL_MANAGED = 0, // ignored + D3DPT_TRIANGLELIST = 4, + D3DPT_TRIANGLESTRIP = 5, + + + D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.) + D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.) + D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.) + D3DDECLTYPE_FLOAT4 = 3, // 4D float + D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range + // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) + D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte + D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.) + D3DDECLTYPE_SHORT4 = 7, // 4D signed short + + D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0 + D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1) + D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0) + D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1) + D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0) + D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1) + D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1) + D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1) + D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values + D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused. + + + D3DDECLMETHOD_DEFAULT = 0, + + + D3DDECLUSAGE_POSITION = 0, + D3DDECLUSAGE_BLENDWEIGHT, // 1 + D3DDECLUSAGE_BLENDINDICES, // 2 + D3DDECLUSAGE_NORMAL, // 3 + D3DDECLUSAGE_PSIZE, // 4 + D3DDECLUSAGE_TEXCOORD, // 5 + D3DDECLUSAGE_TANGENT, // 6 + D3DDECLUSAGE_BINORMAL, // 7 + D3DDECLUSAGE_TESSFACTOR, // 8 + D3DDECLUSAGE_POSITIONT, // 9 + D3DDECLUSAGE_COLOR, // 10 + D3DDECLUSAGE_FOG, // 11 + D3DDECLUSAGE_DEPTH, // 12 + D3DDECLUSAGE_SAMPLE // 13 + , + + D3DUSAGE_AUTOGENMIPMAP = 0x400 +}; +#endif + +extern int vertFormatMap[]; + +void *createIndexBuffer(uint32 length, bool dynamic); +void destroyIndexBuffer(void *indexBuffer); +uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags); +void unlockIndices(void *indexBuffer); + +void *createVertexBuffer(uint32 length, uint32 fvf, bool dynamic); +void destroyVertexBuffer(void *vertexBuffer); +uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags); +void unlockVertices(void *vertexBuffer); + +void *createTexture(int32 width, int32 height, int32 levels, uint32 usage, uint32 format); +void destroyTexture(void *texture); +uint8 *lockTexture(void *texture, int32 level); +void unlockTexture(void *texture, int32 level); + +// Native Texture and Raster + +struct D3dRaster +{ + void *texture; + void *palette; + void *lockedSurf; + uint32 format; + uint32 bpp; // bytes per pixel + bool hasAlpha; + bool customFormat; + bool autogenMipmap; +}; + +int32 getLevelSize(Raster *raster, int32 level); +void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha); +void setPalette(Raster *raster, void *palette, int32 size); +void setTexels(Raster *raster, void *texels, int32 level); + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETD3DRASTEREXT(raster) PLUGINOFFSET(rw::d3d::D3dRaster, raster, rw::d3d::nativeRasterOffset) + +// Rendering + +void setRenderState(uint32 state, uint32 value); +void getRenderState(uint32 state, uint32 *value); +void setTextureStageState(uint32 stage, uint32 type, uint32 value); +void getTextureStageState(uint32 stage, uint32 type, uint32 *value); +void setSamplerState(uint32 stage, uint32 type, uint32 value); +void getSamplerState(uint32 stage, uint32 type, uint32 *value); +void flushCache(void); + +void setTexture(uint32 stage, Texture *tex); +void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f); +inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f) +{ + static RGBA white = { 255, 255, 255, 255 }; + if(flags & Geometry::MODULATE) + setMaterial(color, surfaceprops, extraSurfProp); + else + setMaterial(white, surfaceprops, extraSurfProp); +} + +void setVertexShader(void *vs); +void setPixelShader(void *ps); +void setIndices(void *indexBuffer); +void setStreamSource(int n, void *buffer, uint32 offset, uint32 stride); +void setVertexDeclaration(void *declaration); + +void *createVertexShader(void *csosrc); +void *createPixelShader(void *csosrc); +void destroyVertexShader(void *shader); +void destroyPixelShader(void *shader); + + +/* + * Vertex shaders and common pipeline stuff + */ + +// This data will be available in vertex stream 2 +struct VertexConstantData +{ + V3d normal; + RGBA color; + TexCoords texCoors[8]; +}; +extern void *constantVertexStream; + +// TODO: figure out why this even still exists... +struct D3dShaderState +{ + // for VS + struct { + float32 start; + float32 end; + float32 range; // 1/(start-end) + float32 disable; // lower clamp + } fogData, fogDisable; + RGBA matColor; + SurfaceProperties surfProps; + float extraSurfProp; + float lightOffset[3]; + int32 numDir, numPoint, numSpot; + RGBAf ambient; + // for PS + RGBAf fogColor; + + bool fogDirty; +}; +extern D3dShaderState d3dShaderState; + +// Standard Vertex shader locations +enum +{ + VSLOC_combined = 0, + VSLOC_world = 4, + VSLOC_normal = 8, + VSLOC_matColor = 12, + VSLOC_surfProps = 13, + VSLOC_fogData = 14, + VSLOC_ambLight = 15, + VSLOC_lightOffset = 16, + VSLOC_lights = 17, + VSLOC_afterLights = VSLOC_lights + 8*3, + + VSLOC_numLights = 0, + + PSLOC_fogColor = 0 +}; + +// Vertex shader bits +enum +{ + // These should be low so they could be used as indices + VSLIGHT_DIRECT = 1, + VSLIGHT_POINT = 2, + VSLIGHT_SPOT = 4, + VSLIGHT_MASK = 7, // all the above + // less critical + VSLIGHT_AMBIENT = 8, +}; + +void lightingCB_Fix(Atomic *atomic); +int32 lightingCB_Shader(Atomic *atomic); +int32 lightingCB_Shader(void); +// for VS +void uploadMatrices(void); // no world transform +void uploadMatrices(Matrix *worldMat); +void setAmbient(const RGBAf &color); +void setNumLights(int numDir, int numPoint, int numSpot); +int32 uploadLights(WorldLights *lightData); // called by lightingCB_Shader + +extern void *im2dOverridePS; + +extern void *default_amb_VS; +extern void *default_amb_dir_VS; +extern void *default_all_VS; +extern void *default_PS; +extern void *default_tex_PS; +extern void *im2d_VS; +extern void *im2d_PS; +extern void *im2d_tex_PS; +void createDefaultShaders(void); +void destroyDefaultShaders(void); + + +} +} diff --git a/src/d3d/rwd3d8.h b/src/d3d/rwd3d8.h new file mode 100644 index 0000000..422379d --- /dev/null +++ b/src/d3d/rwd3d8.h @@ -0,0 +1,74 @@ +namespace rw { +namespace d3d8 { + +void registerPlatformPlugins(void); + +struct InstanceData +{ + uint32 minVert; + int32 stride; + int32 numVertices; + int32 numIndices; + Material *material; + uint32 vertexShader; + uint32 primType; + void *indexBuffer; + void *vertexBuffer; + uint32 baseIndex; + uint8 vertexAlpha; + uint8 managed; + uint8 remapped; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + uint16 serialNumber; + uint16 numMeshes; + + InstanceData *inst; +}; + +uint32 makeFVFDeclaration(uint32 flags, int32 numTex); +int32 getStride(uint32 flags, int32 numTex); + +void *destroyNativeData(void *object, int32, int32); +Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32); +Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32); +int32 getSizeNativeData(void *object, int32, int32); +void registerNativeDataPlugin(void); + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + void (*instanceCB)(Geometry *geo, InstanceData *header); + void (*uninstanceCB)(Geometry *geo, InstanceData *header); + void (*renderCB)(Atomic *atomic, InstanceDataHeader *header); +}; + +void defaultInstanceCB(Geometry *geo, InstanceData *header); +void defaultUninstanceCB(Geometry *geo, InstanceData *header); +void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header); + +ObjPipeline *makeDefaultPipeline(void); + +// Skin plugin + +void initSkin(void); +ObjPipeline *makeSkinPipeline(void); + +// MatFX plugin + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); + +// Native Texture and Raster + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +} +} diff --git a/src/d3d/rwd3d9.h b/src/d3d/rwd3d9.h new file mode 100644 index 0000000..03eccd5 --- /dev/null +++ b/src/d3d/rwd3d9.h @@ -0,0 +1,112 @@ +namespace rw { +namespace d3d9 { + +void registerPlatformPlugins(void); + +struct VertexElement +{ + uint16 stream; + uint16 offset; + uint8 type; + uint8 method; + uint8 usage; + uint8 usageIndex; +}; + +struct VertexStream +{ + void *vertexBuffer; + uint32 offset; + uint32 stride; + uint16 geometryFlags; + uint8 managed; + uint8 dynamicLock; +}; + +struct InstanceData +{ + uint32 numIndex; + uint32 minVert; + Material *material; + bool32 vertexAlpha; + void *vertexShader; + uint32 baseIndex; + uint32 numVertices; + uint32 startIndex; + uint32 numPrimitives; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + uint32 serialNumber; + uint32 numMeshes; + void *indexBuffer; + uint32 primType; + VertexStream vertexStream[2]; + bool32 useOffsets; + void *vertexDeclaration; + uint32 totalNumIndex; + uint32 totalNumVertex; + + InstanceData *inst; +}; + +void *createVertexDeclaration(VertexElement *elements); +void destroyVertexDeclaration(void *delaration); +uint32 getDeclaration(void *declaration, VertexElement *elements); + +void drawInst_simple(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst); +// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer +void drawInst_GSemu(d3d9::InstanceDataHeader *header, InstanceData *inst); +// This one switches between the above two depending on render state; +void drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst); + + + + +void *destroyNativeData(void *object, int32, int32); +Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32); +Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32); +int32 getSizeNativeData(void *object, int32, int32); +void registerNativeDataPlugin(void); + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + void (*instanceCB)(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); + void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header); + void (*renderCB)(Atomic *atomic, InstanceDataHeader *header); +}; + +void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); +void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header); +void defaultRenderCB_Fix(Atomic *atomic, InstanceDataHeader *header); +void defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header); + +ObjPipeline *makeDefaultPipeline(void); + + +// Skin plugin + +void initSkin(void); +void uploadSkinMatrices(Atomic *atomic); +void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); +void skinRenderCB(Atomic *atomic, InstanceDataHeader *header); +ObjPipeline *makeSkinPipeline(void); + +// MatFX plugin + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); + +// Native Texture and Raster + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +} +} diff --git a/src/d3d/rwd3dimpl.h b/src/d3d/rwd3dimpl.h new file mode 100644 index 0000000..82f8a13 --- /dev/null +++ b/src/d3d/rwd3dimpl.h @@ -0,0 +1,81 @@ +namespace rw { +namespace d3d { + +#ifdef RW_D3D9 +void openIm2D(void); +void closeIm2D(void); +void im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2); +void im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3); +void im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices); +void im2DRenderIndexedPrimitive(PrimitiveType primType, void *vertices, int32 numVertices, void *indices, int32 numIndices); + +void openIm3D(void); +void closeIm3D(void); +void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags); +void im3DRenderPrimitive(PrimitiveType primType); +void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices); +void im3DEnd(void); + + +struct DisplayMode +{ + D3DDISPLAYMODE mode; + uint32 flags; +}; + +struct D3d9Globals +{ + HWND window; + + IDirect3D9 *d3d9; + int numAdapters; + int adapter; + D3DCAPS9 caps; + DisplayMode *modes; + int numModes; + int currentMode; + DisplayMode startMode; + + uint32 msLevel; + + D3DPRESENT_PARAMETERS present; + + IDirect3DSurface9 *defaultRenderTarget; + IDirect3DSurface9 *defaultDepthSurf; + + int numTextures; + int numVertexShaders; + int numPixelShaders; + int numVertexBuffers; + int numIndexBuffers; + int numVertexDeclarations; +}; + +extern D3d9Globals d3d9Globals; + +void addVidmemRaster(Raster *raster); +void removeVidmemRaster(Raster *raster); + +void addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf); // NB: don't share this pointer +void removeDynamicVB(IDirect3DVertexBuffer9 **buf); + +void addDynamicIB(uint32 length, IDirect3DIndexBuffer9 **buf); // NB: don't share this pointer +void removeDynamicIB(IDirect3DIndexBuffer9 **buf); + + +int findFormatDepth(uint32 format); +void evictD3D9Raster(Raster *raster); + +#endif + +Raster *rasterCreate(Raster *raster); +uint8 *rasterLock(Raster *raster, int32 level, int32 lockMode); +void rasterUnlock(Raster *raster, int32 level); +int32 rasterNumLevels(Raster *raster); +bool32 imageFindRasterFormat(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format); +bool32 rasterFromImage(Raster *raster, Image *image); +Image *rasterToImage(Raster *raster); + +} +} diff --git a/src/d3d/rwxbox.h b/src/d3d/rwxbox.h new file mode 100644 index 0000000..1abebe1 --- /dev/null +++ b/src/d3d/rwxbox.h @@ -0,0 +1,195 @@ +namespace rw { +namespace xbox { + +void registerPlatformPlugins(void); + +extern int v3dFormatMap[6]; +extern int v2dFormatMap[6]; + +struct InstanceData +{ + uint32 minVert; + int32 numVertices; + int32 numIndices; + void *indexBuffer; + Material *material; + uint32 vertexShader; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + int32 size; + uint16 serialNumber; + uint16 numMeshes; + uint32 primType; + int32 numVertices; + int32 stride; + void *vertexBuffer; + bool32 vertexAlpha; + InstanceData *begin; + InstanceData *end; + + uint8 *data; +}; + +void *destroyNativeData(void *object, int32, int32); +Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32); +Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32); +int32 getSizeNativeData(void *object, int32, int32); +void registerNativeDataPlugin(void); + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + void (*instanceCB)(Geometry *geo, InstanceDataHeader *header); + void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header); +}; + +ObjPipeline *makeDefaultPipeline(void); + +void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header); +void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header); + +// Skin plugin + +Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset); +Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset); +int32 getSizeNativeSkin(void *object, int32 offset); + +void initSkin(void); +ObjPipeline *makeSkinPipeline(void); + +// MatFX plugin + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); + +// Vertex Format plugin + +extern uint32 vertexFormatSizes[6]; + +uint32 *getVertexFmt(Geometry *g); +uint32 makeVertexFmt(int32 flags, uint32 numTexSets); +uint32 getVertexFmtStride(uint32 fmt); + +void registerVertexFormatPlugin(void); + +// Native Texture and Raster + +struct XboxRaster +{ + void *texture; + void *palette; + uint32 format; + uint32 bpp; // bytes per pixel + bool hasAlpha; + bool customFormat; + bool32 unknownFlag; +}; + +int32 getLevelSize(Raster *raster, int32 level); + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETXBOXRASTEREXT(raster) PLUGINOFFSET(rw::xbox::XboxRaster, raster, rw::xbox::nativeRasterOffset) + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +enum { + D3DFMT_UNKNOWN = 0xFFFFFFFF, + + /* Swizzled formats */ + + D3DFMT_A8R8G8B8 = 0x00000006, + D3DFMT_X8R8G8B8 = 0x00000007, + D3DFMT_R5G6B5 = 0x00000005, + D3DFMT_R6G5B5 = 0x00000027, + D3DFMT_X1R5G5B5 = 0x00000003, + D3DFMT_A1R5G5B5 = 0x00000002, + D3DFMT_A4R4G4B4 = 0x00000004, + D3DFMT_A8 = 0x00000019, + D3DFMT_A8B8G8R8 = 0x0000003A, + D3DFMT_B8G8R8A8 = 0x0000003B, + D3DFMT_R4G4B4A4 = 0x00000039, + D3DFMT_R5G5B5A1 = 0x00000038, + D3DFMT_R8G8B8A8 = 0x0000003C, + D3DFMT_R8B8 = 0x00000029, + D3DFMT_G8B8 = 0x00000028, + + D3DFMT_P8 = 0x0000000B, + + D3DFMT_L8 = 0x00000000, + D3DFMT_A8L8 = 0x0000001A, + D3DFMT_AL8 = 0x00000001, + D3DFMT_L16 = 0x00000032, + + D3DFMT_V8U8 = 0x00000028, + D3DFMT_L6V5U5 = 0x00000027, + D3DFMT_X8L8V8U8 = 0x00000007, + D3DFMT_Q8W8V8U8 = 0x0000003A, + D3DFMT_V16U16 = 0x00000033, + + D3DFMT_D16_LOCKABLE = 0x0000002C, + D3DFMT_D16 = 0x0000002C, + D3DFMT_D24S8 = 0x0000002A, + D3DFMT_F16 = 0x0000002D, + D3DFMT_F24S8 = 0x0000002B, + + /* YUV formats */ + + D3DFMT_YUY2 = 0x00000024, + D3DFMT_UYVY = 0x00000025, + + /* Compressed formats */ + + D3DFMT_DXT1 = 0x0000000C, + D3DFMT_DXT2 = 0x0000000E, + D3DFMT_DXT3 = 0x0000000E, + D3DFMT_DXT4 = 0x0000000F, + D3DFMT_DXT5 = 0x0000000F, + + /* Linear formats */ + + D3DFMT_LIN_A1R5G5B5 = 0x00000010, + D3DFMT_LIN_A4R4G4B4 = 0x0000001D, + D3DFMT_LIN_A8 = 0x0000001F, + D3DFMT_LIN_A8B8G8R8 = 0x0000003F, + D3DFMT_LIN_A8R8G8B8 = 0x00000012, + D3DFMT_LIN_B8G8R8A8 = 0x00000040, + D3DFMT_LIN_G8B8 = 0x00000017, + D3DFMT_LIN_R4G4B4A4 = 0x0000003E, + D3DFMT_LIN_R5G5B5A1 = 0x0000003D, + D3DFMT_LIN_R5G6B5 = 0x00000011, + D3DFMT_LIN_R6G5B5 = 0x00000037, + D3DFMT_LIN_R8B8 = 0x00000016, + D3DFMT_LIN_R8G8B8A8 = 0x00000041, + D3DFMT_LIN_X1R5G5B5 = 0x0000001C, + D3DFMT_LIN_X8R8G8B8 = 0x0000001E, + + D3DFMT_LIN_A8L8 = 0x00000020, + D3DFMT_LIN_AL8 = 0x0000001B, + D3DFMT_LIN_L16 = 0x00000035, + D3DFMT_LIN_L8 = 0x00000013, + + D3DFMT_LIN_V16U16 = 0x00000036, + D3DFMT_LIN_V8U8 = 0x00000017, + D3DFMT_LIN_L6V5U5 = 0x00000037, + D3DFMT_LIN_X8L8V8U8 = 0x0000001E, + D3DFMT_LIN_Q8W8V8U8 = 0x00000012, + + D3DFMT_LIN_D24S8 = 0x0000002E, + D3DFMT_LIN_F24S8 = 0x0000002F, + D3DFMT_LIN_D16 = 0x00000030, + D3DFMT_LIN_F16 = 0x00000031, + + D3DFMT_VERTEXDATA = 100, + D3DFMT_INDEX16 = 101 +}; + +} +} diff --git a/src/d3d/rwxboximpl.h b/src/d3d/rwxboximpl.h new file mode 100644 index 0000000..524ec28 --- /dev/null +++ b/src/d3d/rwxboximpl.h @@ -0,0 +1,11 @@ +namespace rw { +namespace xbox { + +Raster *rasterCreate(Raster *raster); +uint8 *rasterLock(Raster *raster, int32 level, int32 lockMode); +void rasterUnlock(Raster*, int32); +int32 rasterNumLevels(Raster *raster); +Image *rasterToImage(Raster *raster); + +} +} diff --git a/src/d3d/shaders/default_PS.h b/src/d3d/shaders/default_PS.h new file mode 100644 index 0000000..9f2cb31 --- /dev/null +++ b/src/d3d/shaders/default_PS.h @@ -0,0 +1,72 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /Fh default_PS.h default_PS.hlsl +// +// +// Parameters: +// +// float4 fogColor; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// + + ps_2_0 + dcl t0.xyz + dcl v0 + add r0.xyz, v0, -c0 + mad r0.xyz, t0.z, r0, c0 + mov r0.w, v0.w + mov oC0, r0 + +// approximately 4 instruction slots used +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 34, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 83, 0, + 0, 0, 0, 2, 255, 255, + 1, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 76, 0, 0, 0, 48, 0, + 0, 0, 2, 0, 0, 0, + 1, 0, 2, 0, 60, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 67, 111, 108, + 111, 114, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 112, 115, + 95, 50, 95, 48, 0, 77, + 105, 99, 114, 111, 115, 111, + 102, 116, 32, 40, 82, 41, + 32, 72, 76, 83, 76, 32, + 83, 104, 97, 100, 101, 114, + 32, 67, 111, 109, 112, 105, + 108, 101, 114, 32, 57, 46, + 50, 57, 46, 57, 53, 50, + 46, 51, 49, 49, 49, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 7, 176, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 2, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 228, 144, + 0, 0, 228, 161, 4, 0, + 0, 4, 0, 0, 7, 128, + 0, 0, 170, 176, 0, 0, + 228, 128, 0, 0, 228, 160, + 1, 0, 0, 2, 0, 0, + 8, 128, 0, 0, 255, 144, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/default_PS.hlsl b/src/d3d/shaders/default_PS.hlsl new file mode 100644 index 0000000..eaf279d --- /dev/null +++ b/src/d3d/shaders/default_PS.hlsl @@ -0,0 +1,19 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float4 Color : COLOR0; +}; + +sampler2D tex0 : register(s0); + +float4 fogColor : register(c0); + +float4 main(VS_out input) : COLOR +{ + float4 color = input.Color; +#ifdef TEX + color *= tex2D(tex0, input.TexCoord0.xy); +#endif + color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z); + return color; +} diff --git a/src/d3d/shaders/default_VS.hlsl b/src/d3d/shaders/default_VS.hlsl new file mode 100644 index 0000000..d2f5452 --- /dev/null +++ b/src/d3d/shaders/default_VS.hlsl @@ -0,0 +1,51 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +#endif +#ifdef POINTLIGHTS + for(i = 0; i < numPointLights; i++) + output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +#endif +#ifdef SPOTLIGHTS + for(i = 0; i < numSpotLights; i++) + output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +#endif + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/d3d/shaders/default_all_VS.h b/src/d3d/shaders/default_all_VS.h new file mode 100644 index 0000000..e6afa5d --- /dev/null +++ b/src/d3d/shaders/default_all_VS.h @@ -0,0 +1,491 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh +// default_all_VS.h default_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x4 combinedMat; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// int numPointLights; +// int numSpotLights; +// float4 surfProps; +// float4x4 worldMat; +// +// +// Registers: +// +// Name Reg Size +// -------------- ----- ---- +// numDirLights i0 1 +// numPointLights i1 1 +// numSpotLights i2 1 +// combinedMat c0 4 +// worldMat c4 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// + + vs_2_0 + def c11, 0, 3, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + mov oPos, r0 + mul r0.xyz, v0.y, c5 + mad r0.xyz, c4, v0.x, r0 + mad r0.xyz, c6, v0.z, r0 + mad r0.xyz, c7, v0.w, r0 + mul r1.xyz, v1.y, c9 + mad r1.xyz, c8, v1.x, r1 + mad r1.xyz, c10, v1.z, r1 + mov r2.x, c13.x + mad r2.xyz, c15, r2.x, v3 + mov r3.xyz, r2 + mov r1.w, c11.x + rep i0 + add r2.w, r1.w, c16.x + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + dp3 r2.w, r1, -c19[a0.x] + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, c17[a0.x] + mad r3.xyz, r4, c13.z, r3 + add r1.w, r1.w, c11.z + endrep + mov r2.xyz, r3 + mov r1.w, c11.x + rep i1 + add r2.w, r1.w, c16.y + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + add r4.xyz, r0, -c18[a0.x] + dp3 r2.w, r4, r4 + rsq r2.w, r2.w + mul r4.xyz, r2.w, r4 + dp3 r3.w, r1, -r4 + max r3.w, r3.w, c11.x + mul r4.xyz, r3.w, c17[a0.x] + rcp r2.w, r2.w + rcp r3.w, c17[a0.x].w + mad r2.w, r2.w, -r3.w, c11.z + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, r4 + mad r2.xyz, r4, c13.z, r2 + add r1.w, r1.w, c11.z + endrep + mov r3.xyz, r2 + mov r1.w, c11.x + rep i2 + add r2.w, r1.w, c16.z + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + add r4.xyz, r0, -c18[a0.x] + dp3 r2.w, r4, r4 + rsq r2.w, r2.w + mul r4.xyz, r2.w, r4 + dp3 r4.w, r1, -r4 + dp3 r4.x, r4, c19[a0.x] + max r4.y, r4.w, c11.x + mov r4.z, c11.z + add r4.xz, r4, c18[a0.x].w + rcp r4.z, r4.z + mul r4.x, r4.z, r4.x + slt r4.z, r4.x, c11.x + mad r4.y, r4.z, -r4.y, r4.y + max r4.x, r4.x, c19[a0.x].w + mul r4.x, r4.x, r4.y + mul r4.xyz, r4.x, c17[a0.x] + rcp r2.w, r2.w + rcp r4.w, c17[a0.x].w + mad r2.w, r2.w, -r4.w, c11.z + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, r4 + mad r3.xyz, r4, c13.z, r3 + add r1.w, r1.w, c11.z + endrep + mov r3.w, v3.w + max r1, r3, c11.x + min r1, r1, c11.z + mul oD0, r1, c12 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c11.z + mov oT0.xy, v2 + +// approximately 95 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 158, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 67, 2, + 0, 0, 0, 2, 254, 255, + 12, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 60, 2, 0, 0, 12, 1, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 28, 1, + 0, 0, 0, 0, 0, 0, + 44, 1, 0, 0, 2, 0, + 0, 0, 4, 0, 2, 0, + 56, 1, 0, 0, 0, 0, + 0, 0, 72, 1, 0, 0, + 2, 0, 16, 0, 1, 0, + 66, 0, 84, 1, 0, 0, + 0, 0, 0, 0, 100, 1, + 0, 0, 2, 0, 14, 0, + 1, 0, 58, 0, 28, 1, + 0, 0, 0, 0, 0, 0, + 108, 1, 0, 0, 2, 0, + 17, 0, 24, 0, 70, 0, + 184, 1, 0, 0, 0, 0, + 0, 0, 200, 1, 0, 0, + 2, 0, 12, 0, 1, 0, + 50, 0, 28, 1, 0, 0, + 0, 0, 0, 0, 207, 1, + 0, 0, 2, 0, 8, 0, + 3, 0, 34, 0, 220, 1, + 0, 0, 0, 0, 0, 0, + 236, 1, 0, 0, 1, 0, + 0, 0, 1, 0, 2, 0, + 252, 1, 0, 0, 0, 0, + 0, 0, 12, 2, 0, 0, + 1, 0, 1, 0, 1, 0, + 6, 0, 252, 1, 0, 0, + 0, 0, 0, 0, 27, 2, + 0, 0, 1, 0, 2, 0, + 1, 0, 10, 0, 252, 1, + 0, 0, 0, 0, 0, 0, + 41, 2, 0, 0, 2, 0, + 13, 0, 1, 0, 54, 0, + 28, 1, 0, 0, 0, 0, + 0, 0, 51, 2, 0, 0, + 2, 0, 4, 0, 4, 0, + 18, 0, 56, 1, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 99, 111, 109, 98, 105, 110, + 101, 100, 77, 97, 116, 0, + 3, 0, 3, 0, 4, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 105, + 114, 115, 116, 76, 105, 103, + 104, 116, 0, 171, 1, 0, + 2, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 68, + 97, 116, 97, 0, 108, 105, + 103, 104, 116, 115, 0, 99, + 111, 108, 111, 114, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 112, 111, 115, 105, 116, 105, + 111, 110, 0, 100, 105, 114, + 101, 99, 116, 105, 111, 110, + 0, 171, 115, 1, 0, 0, + 124, 1, 0, 0, 140, 1, + 0, 0, 124, 1, 0, 0, + 149, 1, 0, 0, 124, 1, + 0, 0, 5, 0, 0, 0, + 1, 0, 12, 0, 8, 0, + 3, 0, 160, 1, 0, 0, + 109, 97, 116, 67, 111, 108, + 0, 110, 111, 114, 109, 97, + 108, 77, 97, 116, 0, 171, + 171, 171, 3, 0, 3, 0, + 3, 0, 3, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 110, 117, 109, 68, 105, 114, + 76, 105, 103, 104, 116, 115, + 0, 171, 171, 171, 0, 0, + 2, 0, 1, 0, 1, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 110, 117, 109, 80, + 111, 105, 110, 116, 76, 105, + 103, 104, 116, 115, 0, 110, + 117, 109, 83, 112, 111, 116, + 76, 105, 103, 104, 116, 115, + 0, 115, 117, 114, 102, 80, + 114, 111, 112, 115, 0, 119, + 111, 114, 108, 100, 77, 97, + 116, 0, 118, 115, 95, 50, + 95, 48, 0, 77, 105, 99, + 114, 111, 115, 111, 102, 116, + 32, 40, 82, 41, 32, 72, + 76, 83, 76, 32, 83, 104, + 97, 100, 101, 114, 32, 67, + 111, 109, 112, 105, 108, 101, + 114, 32, 57, 46, 50, 57, + 46, 57, 53, 50, 46, 51, + 49, 49, 49, 0, 81, 0, + 0, 5, 11, 0, 15, 160, + 0, 0, 0, 0, 0, 0, + 64, 64, 0, 0, 128, 63, + 0, 0, 0, 0, 31, 0, + 0, 2, 0, 0, 0, 128, + 0, 0, 15, 144, 31, 0, + 0, 2, 3, 0, 0, 128, + 1, 0, 15, 144, 31, 0, + 0, 2, 5, 0, 0, 128, + 2, 0, 15, 144, 31, 0, + 0, 2, 10, 0, 0, 128, + 3, 0, 15, 144, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 85, 144, 1, 0, + 228, 160, 4, 0, 0, 4, + 0, 0, 15, 128, 0, 0, + 228, 160, 0, 0, 0, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 2, 0, 228, 160, 0, 0, + 170, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 15, 128, 3, 0, 228, 160, + 0, 0, 255, 144, 0, 0, + 228, 128, 1, 0, 0, 2, + 0, 0, 15, 192, 0, 0, + 228, 128, 5, 0, 0, 3, + 0, 0, 7, 128, 0, 0, + 85, 144, 5, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 7, 128, 4, 0, 228, 160, + 0, 0, 0, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 7, 128, 6, 0, + 228, 160, 0, 0, 170, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 7, 128, + 7, 0, 228, 160, 0, 0, + 255, 144, 0, 0, 228, 128, + 5, 0, 0, 3, 1, 0, + 7, 128, 1, 0, 85, 144, + 9, 0, 228, 160, 4, 0, + 0, 4, 1, 0, 7, 128, + 8, 0, 228, 160, 1, 0, + 0, 144, 1, 0, 228, 128, + 4, 0, 0, 4, 1, 0, + 7, 128, 10, 0, 228, 160, + 1, 0, 170, 144, 1, 0, + 228, 128, 1, 0, 0, 2, + 2, 0, 1, 128, 13, 0, + 0, 160, 4, 0, 0, 4, + 2, 0, 7, 128, 15, 0, + 228, 160, 2, 0, 0, 128, + 3, 0, 228, 144, 1, 0, + 0, 2, 3, 0, 7, 128, + 2, 0, 228, 128, 1, 0, + 0, 2, 1, 0, 8, 128, + 11, 0, 0, 160, 38, 0, + 0, 1, 0, 0, 228, 240, + 2, 0, 0, 3, 2, 0, + 8, 128, 1, 0, 255, 128, + 16, 0, 0, 160, 5, 0, + 0, 3, 2, 0, 8, 128, + 2, 0, 255, 128, 11, 0, + 85, 160, 46, 0, 0, 2, + 0, 0, 1, 176, 2, 0, + 255, 128, 8, 0, 0, 4, + 2, 0, 8, 128, 1, 0, + 228, 128, 19, 32, 228, 161, + 0, 0, 0, 176, 11, 0, + 0, 3, 2, 0, 8, 128, + 2, 0, 255, 128, 11, 0, + 0, 160, 5, 0, 0, 4, + 4, 0, 7, 128, 2, 0, + 255, 128, 17, 32, 228, 160, + 0, 0, 0, 176, 4, 0, + 0, 4, 3, 0, 7, 128, + 4, 0, 228, 128, 13, 0, + 170, 160, 3, 0, 228, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 11, 0, 170, 160, 39, 0, + 0, 0, 1, 0, 0, 2, + 2, 0, 7, 128, 3, 0, + 228, 128, 1, 0, 0, 2, + 1, 0, 8, 128, 11, 0, + 0, 160, 38, 0, 0, 1, + 1, 0, 228, 240, 2, 0, + 0, 3, 2, 0, 8, 128, + 1, 0, 255, 128, 16, 0, + 85, 160, 5, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 85, 160, + 46, 0, 0, 2, 0, 0, + 1, 176, 2, 0, 255, 128, + 2, 0, 0, 4, 4, 0, + 7, 128, 0, 0, 228, 128, + 18, 32, 228, 161, 0, 0, + 0, 176, 8, 0, 0, 3, + 2, 0, 8, 128, 4, 0, + 228, 128, 4, 0, 228, 128, + 7, 0, 0, 2, 2, 0, + 8, 128, 2, 0, 255, 128, + 5, 0, 0, 3, 4, 0, + 7, 128, 2, 0, 255, 128, + 4, 0, 228, 128, 8, 0, + 0, 3, 3, 0, 8, 128, + 1, 0, 228, 128, 4, 0, + 228, 129, 11, 0, 0, 3, + 3, 0, 8, 128, 3, 0, + 255, 128, 11, 0, 0, 160, + 5, 0, 0, 4, 4, 0, + 7, 128, 3, 0, 255, 128, + 17, 32, 228, 160, 0, 0, + 0, 176, 6, 0, 0, 2, + 2, 0, 8, 128, 2, 0, + 255, 128, 6, 0, 0, 3, + 3, 0, 8, 128, 17, 32, + 255, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 2, 0, + 8, 128, 2, 0, 255, 128, + 3, 0, 255, 129, 11, 0, + 170, 160, 11, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 0, 160, + 5, 0, 0, 3, 4, 0, + 7, 128, 2, 0, 255, 128, + 4, 0, 228, 128, 4, 0, + 0, 4, 2, 0, 7, 128, + 4, 0, 228, 128, 13, 0, + 170, 160, 2, 0, 228, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 11, 0, 170, 160, 39, 0, + 0, 0, 1, 0, 0, 2, + 3, 0, 7, 128, 2, 0, + 228, 128, 1, 0, 0, 2, + 1, 0, 8, 128, 11, 0, + 0, 160, 38, 0, 0, 1, + 2, 0, 228, 240, 2, 0, + 0, 3, 2, 0, 8, 128, + 1, 0, 255, 128, 16, 0, + 170, 160, 5, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 85, 160, + 46, 0, 0, 2, 0, 0, + 1, 176, 2, 0, 255, 128, + 2, 0, 0, 4, 4, 0, + 7, 128, 0, 0, 228, 128, + 18, 32, 228, 161, 0, 0, + 0, 176, 8, 0, 0, 3, + 2, 0, 8, 128, 4, 0, + 228, 128, 4, 0, 228, 128, + 7, 0, 0, 2, 2, 0, + 8, 128, 2, 0, 255, 128, + 5, 0, 0, 3, 4, 0, + 7, 128, 2, 0, 255, 128, + 4, 0, 228, 128, 8, 0, + 0, 3, 4, 0, 8, 128, + 1, 0, 228, 128, 4, 0, + 228, 129, 8, 0, 0, 4, + 4, 0, 1, 128, 4, 0, + 228, 128, 19, 32, 228, 160, + 0, 0, 0, 176, 11, 0, + 0, 3, 4, 0, 2, 128, + 4, 0, 255, 128, 11, 0, + 0, 160, 1, 0, 0, 2, + 4, 0, 4, 128, 11, 0, + 170, 160, 2, 0, 0, 4, + 4, 0, 5, 128, 4, 0, + 228, 128, 18, 32, 255, 160, + 0, 0, 0, 176, 6, 0, + 0, 2, 4, 0, 4, 128, + 4, 0, 170, 128, 5, 0, + 0, 3, 4, 0, 1, 128, + 4, 0, 170, 128, 4, 0, + 0, 128, 12, 0, 0, 3, + 4, 0, 4, 128, 4, 0, + 0, 128, 11, 0, 0, 160, + 4, 0, 0, 4, 4, 0, + 2, 128, 4, 0, 170, 128, + 4, 0, 85, 129, 4, 0, + 85, 128, 11, 0, 0, 4, + 4, 0, 1, 128, 4, 0, + 0, 128, 19, 32, 255, 160, + 0, 0, 0, 176, 5, 0, + 0, 3, 4, 0, 1, 128, + 4, 0, 0, 128, 4, 0, + 85, 128, 5, 0, 0, 4, + 4, 0, 7, 128, 4, 0, + 0, 128, 17, 32, 228, 160, + 0, 0, 0, 176, 6, 0, + 0, 2, 2, 0, 8, 128, + 2, 0, 255, 128, 6, 0, + 0, 3, 4, 0, 8, 128, + 17, 32, 255, 160, 0, 0, + 0, 176, 4, 0, 0, 4, + 2, 0, 8, 128, 2, 0, + 255, 128, 4, 0, 255, 129, + 11, 0, 170, 160, 11, 0, + 0, 3, 2, 0, 8, 128, + 2, 0, 255, 128, 11, 0, + 0, 160, 5, 0, 0, 3, + 4, 0, 7, 128, 2, 0, + 255, 128, 4, 0, 228, 128, + 4, 0, 0, 4, 3, 0, + 7, 128, 4, 0, 228, 128, + 13, 0, 170, 160, 3, 0, + 228, 128, 2, 0, 0, 3, + 1, 0, 8, 128, 1, 0, + 255, 128, 11, 0, 170, 160, + 39, 0, 0, 0, 1, 0, + 0, 2, 3, 0, 8, 128, + 3, 0, 255, 144, 11, 0, + 0, 3, 1, 0, 15, 128, + 3, 0, 228, 128, 11, 0, + 0, 160, 10, 0, 0, 3, + 1, 0, 15, 128, 1, 0, + 228, 128, 11, 0, 170, 160, + 5, 0, 0, 3, 0, 0, + 15, 208, 1, 0, 228, 128, + 12, 0, 228, 160, 2, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 5, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 11, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/default_amb_VS.h b/src/d3d/shaders/default_amb_VS.h new file mode 100644 index 0000000..6c22e23 --- /dev/null +++ b/src/d3d/shaders/default_amb_VS.h @@ -0,0 +1,156 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /Fh default_amb_VS.h default_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x4 combinedMat; +// float4 fogData; +// float4 matCol; +// float4 surfProps; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// combinedMat c0 4 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// + + vs_2_0 + def c4, 0, 1, 0, 0 + dcl_position v0 + dcl_texcoord v1 + dcl_color v2 + mov r0.xyz, c15 + mad r0.xyz, r0, c13.x, v2 + mov r0.w, v2.w + max r0, r0, c4.x + min r0, r0, c4.y + mul oD0, r0, c12 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + add r1.x, r0.w, -c14.y + mov oPos, r0 + mul r0.x, r1.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.y + mov oT0.xy, v1 + +// approximately 16 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 69, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 220, 0, + 0, 0, 0, 2, 254, 255, + 5, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 213, 0, 0, 0, 128, 0, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 144, 0, + 0, 0, 0, 0, 0, 0, + 160, 0, 0, 0, 2, 0, + 0, 0, 4, 0, 2, 0, + 172, 0, 0, 0, 0, 0, + 0, 0, 188, 0, 0, 0, + 2, 0, 14, 0, 1, 0, + 58, 0, 144, 0, 0, 0, + 0, 0, 0, 0, 196, 0, + 0, 0, 2, 0, 12, 0, + 1, 0, 50, 0, 144, 0, + 0, 0, 0, 0, 0, 0, + 203, 0, 0, 0, 2, 0, + 13, 0, 1, 0, 54, 0, + 144, 0, 0, 0, 0, 0, + 0, 0, 97, 109, 98, 105, + 101, 110, 116, 76, 105, 103, + 104, 116, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 99, 111, + 109, 98, 105, 110, 101, 100, + 77, 97, 116, 0, 3, 0, + 3, 0, 4, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 68, + 97, 116, 97, 0, 109, 97, + 116, 67, 111, 108, 0, 115, + 117, 114, 102, 80, 114, 111, + 112, 115, 0, 118, 115, 95, + 50, 95, 48, 0, 77, 105, + 99, 114, 111, 115, 111, 102, + 116, 32, 40, 82, 41, 32, + 72, 76, 83, 76, 32, 83, + 104, 97, 100, 101, 114, 32, + 67, 111, 109, 112, 105, 108, + 101, 114, 32, 57, 46, 50, + 57, 46, 57, 53, 50, 46, + 51, 49, 49, 49, 0, 171, + 171, 171, 81, 0, 0, 5, + 4, 0, 15, 160, 0, 0, + 0, 0, 0, 0, 128, 63, + 0, 0, 0, 0, 0, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 5, 0, 0, 128, 1, 0, + 15, 144, 31, 0, 0, 2, + 10, 0, 0, 128, 2, 0, + 15, 144, 1, 0, 0, 2, + 0, 0, 7, 128, 15, 0, + 228, 160, 4, 0, 0, 4, + 0, 0, 7, 128, 0, 0, + 228, 128, 13, 0, 0, 160, + 2, 0, 228, 144, 1, 0, + 0, 2, 0, 0, 8, 128, + 2, 0, 255, 144, 11, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 228, 128, 4, 0, + 0, 160, 10, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 128, 4, 0, 85, 160, + 5, 0, 0, 3, 0, 0, + 15, 208, 0, 0, 228, 128, + 12, 0, 228, 160, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 85, 144, 1, 0, + 228, 160, 4, 0, 0, 4, + 0, 0, 15, 128, 0, 0, + 228, 160, 0, 0, 0, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 2, 0, 228, 160, 0, 0, + 170, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 15, 128, 3, 0, 228, 160, + 0, 0, 255, 144, 0, 0, + 228, 128, 2, 0, 0, 3, + 1, 0, 1, 128, 0, 0, + 255, 128, 14, 0, 85, 161, + 1, 0, 0, 2, 0, 0, + 15, 192, 0, 0, 228, 128, + 5, 0, 0, 3, 0, 0, + 1, 128, 1, 0, 0, 128, + 14, 0, 170, 160, 11, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 0, 128, 14, 0, + 255, 160, 10, 0, 0, 3, + 0, 0, 4, 224, 0, 0, + 0, 128, 4, 0, 85, 160, + 1, 0, 0, 2, 0, 0, + 3, 224, 1, 0, 228, 144, + 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/default_amb_dir_VS.h b/src/d3d/shaders/default_amb_dir_VS.h new file mode 100644 index 0000000..768042f --- /dev/null +++ b/src/d3d/shaders/default_amb_dir_VS.h @@ -0,0 +1,272 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /Fh default_amb_dir_VS.h +// default_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x4 combinedMat; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// float4 surfProps; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// numDirLights i0 1 +// combinedMat c0 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// + + vs_2_0 + def c4, 0, 3, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + mov oPos, r0 + mul r0.xyz, v1.y, c9 + mad r0.xyz, c8, v1.x, r0 + mad r0.xyz, c10, v1.z, r0 + mov r1.x, c13.x + mad r1.xyz, c15, r1.x, v3 + mov r2.xyz, r1 + mov r1.w, c4.x + rep i0 + add r3.x, r1.w, c16.x + mul r3.x, r3.x, c4.y + mova a0.x, r3.x + dp3 r3.x, r0, -c19[a0.x] + max r3.x, r3.x, c4.x + mul r3.xyz, r3.x, c17[a0.x] + mad r2.xyz, r3, c13.z, r2 + add r1.w, r1.w, c4.z + endrep + mov r2.w, v3.w + max r1, r2, c4.x + min r1, r1, c4.z + mul oD0, r1, c12 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.z + mov oT0.xy, v2 + +// approximately 34 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 134, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 225, 1, + 0, 0, 0, 2, 254, 255, + 9, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 218, 1, 0, 0, 208, 0, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 224, 0, + 0, 0, 0, 0, 0, 0, + 240, 0, 0, 0, 2, 0, + 0, 0, 4, 0, 2, 0, + 252, 0, 0, 0, 0, 0, + 0, 0, 12, 1, 0, 0, + 2, 0, 16, 0, 1, 0, + 66, 0, 24, 1, 0, 0, + 0, 0, 0, 0, 40, 1, + 0, 0, 2, 0, 14, 0, + 1, 0, 58, 0, 224, 0, + 0, 0, 0, 0, 0, 0, + 48, 1, 0, 0, 2, 0, + 17, 0, 24, 0, 70, 0, + 124, 1, 0, 0, 0, 0, + 0, 0, 140, 1, 0, 0, + 2, 0, 12, 0, 1, 0, + 50, 0, 224, 0, 0, 0, + 0, 0, 0, 0, 147, 1, + 0, 0, 2, 0, 8, 0, + 3, 0, 34, 0, 160, 1, + 0, 0, 0, 0, 0, 0, + 176, 1, 0, 0, 1, 0, + 0, 0, 1, 0, 2, 0, + 192, 1, 0, 0, 0, 0, + 0, 0, 208, 1, 0, 0, + 2, 0, 13, 0, 1, 0, + 54, 0, 224, 0, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 99, 111, 109, 98, 105, 110, + 101, 100, 77, 97, 116, 0, + 3, 0, 3, 0, 4, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 105, + 114, 115, 116, 76, 105, 103, + 104, 116, 0, 171, 1, 0, + 2, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 68, + 97, 116, 97, 0, 108, 105, + 103, 104, 116, 115, 0, 99, + 111, 108, 111, 114, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 112, 111, 115, 105, 116, 105, + 111, 110, 0, 100, 105, 114, + 101, 99, 116, 105, 111, 110, + 0, 171, 55, 1, 0, 0, + 64, 1, 0, 0, 80, 1, + 0, 0, 64, 1, 0, 0, + 89, 1, 0, 0, 64, 1, + 0, 0, 5, 0, 0, 0, + 1, 0, 12, 0, 8, 0, + 3, 0, 100, 1, 0, 0, + 109, 97, 116, 67, 111, 108, + 0, 110, 111, 114, 109, 97, + 108, 77, 97, 116, 0, 171, + 171, 171, 3, 0, 3, 0, + 3, 0, 3, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 110, 117, 109, 68, 105, 114, + 76, 105, 103, 104, 116, 115, + 0, 171, 171, 171, 0, 0, + 2, 0, 1, 0, 1, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 115, 117, 114, 102, + 80, 114, 111, 112, 115, 0, + 118, 115, 95, 50, 95, 48, + 0, 77, 105, 99, 114, 111, + 115, 111, 102, 116, 32, 40, + 82, 41, 32, 72, 76, 83, + 76, 32, 83, 104, 97, 100, + 101, 114, 32, 67, 111, 109, + 112, 105, 108, 101, 114, 32, + 57, 46, 50, 57, 46, 57, + 53, 50, 46, 51, 49, 49, + 49, 0, 171, 171, 81, 0, + 0, 5, 4, 0, 15, 160, + 0, 0, 0, 0, 0, 0, + 64, 64, 0, 0, 128, 63, + 0, 0, 0, 0, 31, 0, + 0, 2, 0, 0, 0, 128, + 0, 0, 15, 144, 31, 0, + 0, 2, 3, 0, 0, 128, + 1, 0, 15, 144, 31, 0, + 0, 2, 5, 0, 0, 128, + 2, 0, 15, 144, 31, 0, + 0, 2, 10, 0, 0, 128, + 3, 0, 15, 144, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 85, 144, 1, 0, + 228, 160, 4, 0, 0, 4, + 0, 0, 15, 128, 0, 0, + 228, 160, 0, 0, 0, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 2, 0, 228, 160, 0, 0, + 170, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 15, 128, 3, 0, 228, 160, + 0, 0, 255, 144, 0, 0, + 228, 128, 1, 0, 0, 2, + 0, 0, 15, 192, 0, 0, + 228, 128, 5, 0, 0, 3, + 0, 0, 7, 128, 1, 0, + 85, 144, 9, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 7, 128, 8, 0, 228, 160, + 1, 0, 0, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 7, 128, 10, 0, + 228, 160, 1, 0, 170, 144, + 0, 0, 228, 128, 1, 0, + 0, 2, 1, 0, 1, 128, + 13, 0, 0, 160, 4, 0, + 0, 4, 1, 0, 7, 128, + 15, 0, 228, 160, 1, 0, + 0, 128, 3, 0, 228, 144, + 1, 0, 0, 2, 2, 0, + 7, 128, 1, 0, 228, 128, + 1, 0, 0, 2, 1, 0, + 8, 128, 4, 0, 0, 160, + 38, 0, 0, 1, 0, 0, + 228, 240, 2, 0, 0, 3, + 3, 0, 1, 128, 1, 0, + 255, 128, 16, 0, 0, 160, + 5, 0, 0, 3, 3, 0, + 1, 128, 3, 0, 0, 128, + 4, 0, 85, 160, 46, 0, + 0, 2, 0, 0, 1, 176, + 3, 0, 0, 128, 8, 0, + 0, 4, 3, 0, 1, 128, + 0, 0, 228, 128, 19, 32, + 228, 161, 0, 0, 0, 176, + 11, 0, 0, 3, 3, 0, + 1, 128, 3, 0, 0, 128, + 4, 0, 0, 160, 5, 0, + 0, 4, 3, 0, 7, 128, + 3, 0, 0, 128, 17, 32, + 228, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 2, 0, + 7, 128, 3, 0, 228, 128, + 13, 0, 170, 160, 2, 0, + 228, 128, 2, 0, 0, 3, + 1, 0, 8, 128, 1, 0, + 255, 128, 4, 0, 170, 160, + 39, 0, 0, 0, 1, 0, + 0, 2, 2, 0, 8, 128, + 3, 0, 255, 144, 11, 0, + 0, 3, 1, 0, 15, 128, + 2, 0, 228, 128, 4, 0, + 0, 160, 10, 0, 0, 3, + 1, 0, 15, 128, 1, 0, + 228, 128, 4, 0, 170, 160, + 5, 0, 0, 3, 0, 0, + 15, 208, 1, 0, 228, 128, + 12, 0, 228, 160, 2, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 5, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 4, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/default_tex_PS.h b/src/d3d/shaders/default_tex_PS.h new file mode 100644 index 0000000..a25f918 --- /dev/null +++ b/src/d3d/shaders/default_tex_PS.h @@ -0,0 +1,89 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /DTEX /Fh default_tex_PS.h default_PS.hlsl +// +// +// Parameters: +// +// float4 fogColor; +// sampler2D tex0; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// tex0 s0 1 +// + + ps_2_0 + dcl t0.xyz + dcl v0 + dcl_2d s0 + texld r0, t0, s0 + mad r0.xyz, v0, r0, -c0 + mul r1.w, r0.w, v0.w + mad r1.xyz, t0.z, r0, c0 + mov oC0, r1 + +// approximately 5 instruction slots used (1 texture, 4 arithmetic) +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 45, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 127, 0, + 0, 0, 0, 2, 255, 255, + 2, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 120, 0, 0, 0, 68, 0, + 0, 0, 2, 0, 0, 0, + 1, 0, 2, 0, 80, 0, + 0, 0, 0, 0, 0, 0, + 96, 0, 0, 0, 3, 0, + 0, 0, 1, 0, 2, 0, + 104, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 67, + 111, 108, 111, 114, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 116, 101, 120, 48, 0, 171, + 171, 171, 4, 0, 12, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 112, 115, 95, 50, 95, 48, + 0, 77, 105, 99, 114, 111, + 115, 111, 102, 116, 32, 40, + 82, 41, 32, 72, 76, 83, + 76, 32, 83, 104, 97, 100, + 101, 114, 32, 67, 111, 109, + 112, 105, 108, 101, 114, 32, + 57, 46, 50, 57, 46, 57, + 53, 50, 46, 51, 49, 49, + 49, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 7, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 4, 0, 0, 4, 0, 0, + 7, 128, 0, 0, 228, 144, + 0, 0, 228, 128, 0, 0, + 228, 161, 5, 0, 0, 3, + 1, 0, 8, 128, 0, 0, + 255, 128, 0, 0, 255, 144, + 4, 0, 0, 4, 1, 0, + 7, 128, 0, 0, 170, 176, + 0, 0, 228, 128, 0, 0, + 228, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 1, 0, + 228, 128, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/im2d_PS.h b/src/d3d/shaders/im2d_PS.h new file mode 100644 index 0000000..71f8b28 --- /dev/null +++ b/src/d3d/shaders/im2d_PS.h @@ -0,0 +1,72 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /Fh im2d_PS.h im2d_PS.hlsl +// +// +// Parameters: +// +// float4 fogColor; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// + + ps_2_0 + dcl t0.xyz + dcl v0 + add r0.xyz, v0, -c0 + mad r0.xyz, t0.z, r0, c0 + mov r0.w, v0.w + mov oC0, r0 + +// approximately 4 instruction slots used +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 34, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 83, 0, + 0, 0, 0, 2, 255, 255, + 1, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 76, 0, 0, 0, 48, 0, + 0, 0, 2, 0, 0, 0, + 1, 0, 2, 0, 60, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 67, 111, 108, + 111, 114, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 112, 115, + 95, 50, 95, 48, 0, 77, + 105, 99, 114, 111, 115, 111, + 102, 116, 32, 40, 82, 41, + 32, 72, 76, 83, 76, 32, + 83, 104, 97, 100, 101, 114, + 32, 67, 111, 109, 112, 105, + 108, 101, 114, 32, 57, 46, + 50, 57, 46, 57, 53, 50, + 46, 51, 49, 49, 49, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 7, 176, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 2, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 228, 144, + 0, 0, 228, 161, 4, 0, + 0, 4, 0, 0, 7, 128, + 0, 0, 170, 176, 0, 0, + 228, 128, 0, 0, 228, 160, + 1, 0, 0, 2, 0, 0, + 8, 128, 0, 0, 255, 144, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/im2d_PS.hlsl b/src/d3d/shaders/im2d_PS.hlsl new file mode 100644 index 0000000..eaf279d --- /dev/null +++ b/src/d3d/shaders/im2d_PS.hlsl @@ -0,0 +1,19 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float4 Color : COLOR0; +}; + +sampler2D tex0 : register(s0); + +float4 fogColor : register(c0); + +float4 main(VS_out input) : COLOR +{ + float4 color = input.Color; +#ifdef TEX + color *= tex2D(tex0, input.TexCoord0.xy); +#endif + color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z); + return color; +} diff --git a/src/d3d/shaders/im2d_VS.h b/src/d3d/shaders/im2d_VS.h new file mode 100644 index 0000000..bc36b1f --- /dev/null +++ b/src/d3d/shaders/im2d_VS.h @@ -0,0 +1,107 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /Fh im2d_VS.h im2d_VS.hlsl +// +// +// Parameters: +// +// float4 fogData; +// float4 xform; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogData c14 1 +// xform c41 1 +// + + vs_2_0 + def c0, 1, 0, 0, 0 + dcl_position v0 + dcl_texcoord v1 + dcl_color v2 + add r0.x, v0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c0.x + mad r0.xy, v0, c41, c41.zwzw + mov r0.z, v0.z + mul oPos.xyz, r0, v0.w + mov oPos.w, v0.w + mov oT0.xy, v1 + mov oD0, v2 + +// approximately 10 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 40, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 105, 0, + 0, 0, 0, 2, 254, 255, + 2, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 98, 0, 0, 0, 68, 0, + 0, 0, 2, 0, 14, 0, + 1, 0, 58, 0, 76, 0, + 0, 0, 0, 0, 0, 0, + 92, 0, 0, 0, 2, 0, + 41, 0, 1, 0, 166, 0, + 76, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 68, + 97, 116, 97, 0, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 120, 102, 111, 114, + 109, 0, 118, 115, 95, 50, + 95, 48, 0, 77, 105, 99, + 114, 111, 115, 111, 102, 116, + 32, 40, 82, 41, 32, 72, + 76, 83, 76, 32, 83, 104, + 97, 100, 101, 114, 32, 67, + 111, 109, 112, 105, 108, 101, + 114, 32, 57, 46, 50, 57, + 46, 57, 53, 50, 46, 51, + 49, 49, 49, 0, 171, 171, + 81, 0, 0, 5, 0, 0, + 15, 160, 0, 0, 128, 63, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 31, 0, 0, 2, 5, 0, + 0, 128, 1, 0, 15, 144, + 31, 0, 0, 2, 10, 0, + 0, 128, 2, 0, 15, 144, + 2, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 255, 144, + 14, 0, 85, 161, 5, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 0, 128, 14, 0, + 170, 160, 11, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 255, 160, + 10, 0, 0, 3, 0, 0, + 4, 224, 0, 0, 0, 128, + 0, 0, 0, 160, 4, 0, + 0, 4, 0, 0, 3, 128, + 0, 0, 228, 144, 41, 0, + 228, 160, 41, 0, 238, 160, + 1, 0, 0, 2, 0, 0, + 4, 128, 0, 0, 170, 144, + 5, 0, 0, 3, 0, 0, + 7, 192, 0, 0, 228, 128, + 0, 0, 255, 144, 1, 0, + 0, 2, 0, 0, 8, 192, + 0, 0, 255, 144, 1, 0, + 0, 2, 0, 0, 3, 224, + 1, 0, 228, 144, 1, 0, + 0, 2, 0, 0, 15, 208, + 2, 0, 228, 144, 255, 255, + 0, 0 +}; diff --git a/src/d3d/shaders/im2d_VS.hlsl b/src/d3d/shaders/im2d_VS.hlsl new file mode 100644 index 0000000..20cf3ce --- /dev/null +++ b/src/d3d/shaders/im2d_VS.hlsl @@ -0,0 +1,30 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float4 Color : COLOR0; +}; + +float4 xform : register(c41); + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = input.Position; + output.Position.xy = output.Position.xy * xform.xy + xform.zw; + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + output.Position.xyz *= output.Position.w; + output.Color = input.Color; + output.TexCoord0.xy = input.TexCoord; + + return output; +} diff --git a/src/d3d/shaders/im2d_tex_PS.h b/src/d3d/shaders/im2d_tex_PS.h new file mode 100644 index 0000000..a91888b --- /dev/null +++ b/src/d3d/shaders/im2d_tex_PS.h @@ -0,0 +1,89 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /DTEX /Fh im2d_tex_PS.h im2d_PS.hlsl +// +// +// Parameters: +// +// float4 fogColor; +// sampler2D tex0; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// tex0 s0 1 +// + + ps_2_0 + dcl t0.xyz + dcl v0 + dcl_2d s0 + texld r0, t0, s0 + mad r0.xyz, v0, r0, -c0 + mul r1.w, r0.w, v0.w + mad r1.xyz, t0.z, r0, c0 + mov oC0, r1 + +// approximately 5 instruction slots used (1 texture, 4 arithmetic) +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 45, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 127, 0, + 0, 0, 0, 2, 255, 255, + 2, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 120, 0, 0, 0, 68, 0, + 0, 0, 2, 0, 0, 0, + 1, 0, 2, 0, 80, 0, + 0, 0, 0, 0, 0, 0, + 96, 0, 0, 0, 3, 0, + 0, 0, 1, 0, 2, 0, + 104, 0, 0, 0, 0, 0, + 0, 0, 102, 111, 103, 67, + 111, 108, 111, 114, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 116, 101, 120, 48, 0, 171, + 171, 171, 4, 0, 12, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 112, 115, 95, 50, 95, 48, + 0, 77, 105, 99, 114, 111, + 115, 111, 102, 116, 32, 40, + 82, 41, 32, 72, 76, 83, + 76, 32, 83, 104, 97, 100, + 101, 114, 32, 67, 111, 109, + 112, 105, 108, 101, 114, 32, + 57, 46, 50, 57, 46, 57, + 53, 50, 46, 51, 49, 49, + 49, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 7, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 4, 0, 0, 4, 0, 0, + 7, 128, 0, 0, 228, 144, + 0, 0, 228, 128, 0, 0, + 228, 161, 5, 0, 0, 3, + 1, 0, 8, 128, 0, 0, + 255, 128, 0, 0, 255, 144, + 4, 0, 0, 4, 1, 0, + 7, 128, 0, 0, 170, 176, + 0, 0, 228, 128, 0, 0, + 228, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 1, 0, + 228, 128, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/lighting.h b/src/d3d/shaders/lighting.h new file mode 100644 index 0000000..4b08196 --- /dev/null +++ b/src/d3d/shaders/lighting.h @@ -0,0 +1,44 @@ +struct Light +{ + float4 color; // and radius + float4 position; // and -cos(angle) + float4 direction; // and falloff clamp +}; + +float3 DoDirLight(Light L, float3 N) +{ + float l = max(0.0, dot(N, -L.direction.xyz)); + return l*L.color.xyz; +} + +float3 DoDirLightSpec(Light L, float3 N, float3 V, float power) +{ + return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz; +} + +float3 DoPointLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + float l = max(0.0, dot(N, -normalize(dir))); + return l*L.color.xyz*atten; +} + +float3 DoSpotLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + dir /= dist; + float l = max(0.0, dot(N, -dir)); + float pcos = dot(dir, L.direction.xyz); // cos to point + float ccos = -L.position.w; // cos of cone + float falloff = (pcos-ccos)/(1.0-ccos); + if(falloff < 0) // outside of cone + l = 0; + l *= max(falloff, L.direction.w); // falloff clamp + return l*L.color.xyz*atten; +} diff --git a/src/d3d/shaders/make_default.cmd b/src/d3d/shaders/make_default.cmd new file mode 100644 index 0000000..bc44429 --- /dev/null +++ b/src/d3d/shaders/make_default.cmd @@ -0,0 +1,11 @@ +@echo off +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /Fh default_amb_VS.h default_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /Fh default_amb_dir_VS.h default_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh default_all_VS.h default_VS.hlsl + +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /Fh default_PS.h default_PS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /DTEX /Fh default_tex_PS.h default_PS.hlsl + +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /Fh im2d_VS.h im2d_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /Fh im2d_PS.h im2d_PS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /DTEX /Fh im2d_tex_PS.h im2d_PS.hlsl diff --git a/src/d3d/shaders/make_matfx.cmd b/src/d3d/shaders/make_matfx.cmd new file mode 100644 index 0000000..d0bc4fa --- /dev/null +++ b/src/d3d/shaders/make_matfx.cmd @@ -0,0 +1,7 @@ +@echo off +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /Fh matfx_env_amb_VS.h matfx_env_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /Fh matfx_env_amb_dir_VS.h matfx_env_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh matfx_env_all_VS.h matfx_env_VS.hlsl + +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /Fh matfx_env_PS.h matfx_env_PS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T ps_2_0 /DTEX /Fh matfx_env_tex_PS.h matfx_env_PS.hlsl diff --git a/src/d3d/shaders/make_skin.cmd b/src/d3d/shaders/make_skin.cmd new file mode 100644 index 0000000..b7822ca --- /dev/null +++ b/src/d3d/shaders/make_skin.cmd @@ -0,0 +1,4 @@ +@echo off +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /Fh skin_amb_VS.h skin_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /Fh skin_amb_dir_VS.h skin_VS.hlsl +"%DXSDK_DIR%\utilities\bin\x86\fxc.exe" /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh skin_all_VS.h skin_VS.hlsl diff --git a/src/d3d/shaders/matfx_env_PS.h b/src/d3d/shaders/matfx_env_PS.h new file mode 100644 index 0000000..e39a1f5 --- /dev/null +++ b/src/d3d/shaders/matfx_env_PS.h @@ -0,0 +1,124 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /Fh matfx_env_PS.h matfx_env_PS.hlsl +// +// +// Parameters: +// +// sampler2D envTex; +// float4 fogColor; +// float4 fxparams; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// fxparams c1 1 +// envTex s1 1 +// + + ps_2_0 + dcl t0.xyz + dcl t1.xy + dcl v0 + dcl v1.xyz + dcl_2d s1 + texld r0, t1, s1 + mul r1.xyz, v1, c1.x + mul r0.xyz, r0, r1 + mul r0.xyz, r0, t0.z + max r0.w, v0.w, c1.y + mul r0.xyz, r0.w, r0 + add r1.xyz, v0, -c0 + mad r1.xyz, t0.z, r1, c0 + mad r0.xyz, r1, v0.w, r0 + mov r0.w, v0.w + mov oC0, r0 + +// approximately 11 instruction slots used (1 texture, 10 arithmetic) +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 53, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 156, 0, + 0, 0, 0, 2, 255, 255, + 3, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 149, 0, 0, 0, 88, 0, + 0, 0, 3, 0, 1, 0, + 1, 0, 6, 0, 96, 0, + 0, 0, 0, 0, 0, 0, + 112, 0, 0, 0, 2, 0, + 0, 0, 1, 0, 2, 0, + 124, 0, 0, 0, 0, 0, + 0, 0, 140, 0, 0, 0, + 2, 0, 1, 0, 1, 0, + 6, 0, 124, 0, 0, 0, + 0, 0, 0, 0, 101, 110, + 118, 84, 101, 120, 0, 171, + 4, 0, 12, 0, 1, 0, + 1, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 111, + 103, 67, 111, 108, 111, 114, + 0, 171, 171, 171, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 120, 112, 97, + 114, 97, 109, 115, 0, 112, + 115, 95, 50, 95, 48, 0, + 77, 105, 99, 114, 111, 115, + 111, 102, 116, 32, 40, 82, + 41, 32, 72, 76, 83, 76, + 32, 83, 104, 97, 100, 101, + 114, 32, 67, 111, 109, 112, + 105, 108, 101, 114, 32, 57, + 46, 50, 57, 46, 57, 53, + 50, 46, 51, 49, 49, 49, + 0, 171, 171, 171, 31, 0, + 0, 2, 0, 0, 0, 128, + 0, 0, 7, 176, 31, 0, + 0, 2, 0, 0, 0, 128, + 1, 0, 3, 176, 31, 0, + 0, 2, 0, 0, 0, 128, + 0, 0, 15, 144, 31, 0, + 0, 2, 0, 0, 0, 128, + 1, 0, 7, 144, 31, 0, + 0, 2, 0, 0, 0, 144, + 1, 8, 15, 160, 66, 0, + 0, 3, 0, 0, 15, 128, + 1, 0, 228, 176, 1, 8, + 228, 160, 5, 0, 0, 3, + 1, 0, 7, 128, 1, 0, + 228, 144, 1, 0, 0, 160, + 5, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 228, 128, + 1, 0, 228, 128, 5, 0, + 0, 3, 0, 0, 7, 128, + 0, 0, 228, 128, 0, 0, + 170, 176, 11, 0, 0, 3, + 0, 0, 8, 128, 0, 0, + 255, 144, 1, 0, 85, 160, + 5, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 255, 128, + 0, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 7, 128, + 0, 0, 228, 144, 0, 0, + 228, 161, 4, 0, 0, 4, + 1, 0, 7, 128, 0, 0, + 170, 176, 1, 0, 228, 128, + 0, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 7, 128, + 1, 0, 228, 128, 0, 0, + 255, 144, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 8, 128, 0, 0, 255, 144, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/matfx_env_PS.hlsl b/src/d3d/shaders/matfx_env_PS.hlsl new file mode 100644 index 0000000..eb5187d --- /dev/null +++ b/src/d3d/shaders/matfx_env_PS.hlsl @@ -0,0 +1,42 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 EnvColor : COLOR1; +}; + +sampler2D diffTex : register(s0); +sampler2D envTex : register(s1); + +float4 fogColor : register(c0); + +float4 fxparams : register(c1); + +#define shininess (fxparams.x) +#define disableFBA (fxparams.y) + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color; +#ifdef TEX + pass1 *= tex2D(diffTex, input.TexCoord0.xy); +#endif + + float4 pass2 = input.EnvColor*shininess*tex2D(envTex, input.TexCoord1.xy); + + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); + pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z); + + // We simulate drawing this in two passes. + // First pass with standard blending, second with addition + // We premultiply alpha so render state should be one. + // For FB alpha rendering assume that diffuse alpha (pass1.a) was + // written to framebuffer, so just multiply pass2 by it as well then. + float fba = max(pass1.a, disableFBA); + float4 color; + color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba; + color.a = pass1.a; + + return color; +} diff --git a/src/d3d/shaders/matfx_env_VS.hlsl b/src/d3d/shaders/matfx_env_VS.hlsl new file mode 100644 index 0000000..31b674c --- /dev/null +++ b/src/d3d/shaders/matfx_env_VS.hlsl @@ -0,0 +1,59 @@ +#include "standardConstants.h" + +float4x4 texMat : register(c41); +float4 colorClamp : register(c45); +float4 envColor : register(c46); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 EnvColor : COLOR1; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 V = mul(worldMat, input.Position).xyz; + float3 N = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; +#endif +#ifdef POINTLIGHTS + for(i = 0; i < numPointLights; i++) + output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse; +#endif +#ifdef SPOTLIGHTS + for(i = 0; i < numSpotLights; i++) + output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse; +#endif + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.EnvColor = max(output.Color, colorClamp) * envColor; + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/d3d/shaders/matfx_env_all_VS.h b/src/d3d/shaders/matfx_env_all_VS.h new file mode 100644 index 0000000..65e1c15 --- /dev/null +++ b/src/d3d/shaders/matfx_env_all_VS.h @@ -0,0 +1,535 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh +// matfx_env_all_VS.h matfx_env_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4 colorClamp; +// float4x4 combinedMat; +// float4 envColor; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// int numPointLights; +// int numSpotLights; +// float4 surfProps; +// float4x4 texMat; +// float4x4 worldMat; +// +// +// Registers: +// +// Name Reg Size +// -------------- ----- ---- +// numDirLights i0 1 +// numPointLights i1 1 +// numSpotLights i2 1 +// combinedMat c0 4 +// worldMat c4 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// texMat c41 4 +// colorClamp c45 1 +// envColor c46 1 +// + + vs_2_0 + def c11, 0, 3, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + mov oPos, r0 + mul r0.xyz, v0.y, c5 + mad r0.xyz, c4, v0.x, r0 + mad r0.xyz, c6, v0.z, r0 + mad r0.xyz, c7, v0.w, r0 + mul r1.xyz, v1.y, c9 + mad r1.xyz, c8, v1.x, r1 + mad r1.xyz, c10, v1.z, r1 + mov r2.x, c13.x + mad r2.xyz, c15, r2.x, v3 + mov r3.xyz, r2 + mov r1.w, c11.x + rep i0 + add r2.w, r1.w, c16.x + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + dp3 r2.w, r1, -c19[a0.x] + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, c17[a0.x] + mad r3.xyz, r4, c13.z, r3 + add r1.w, r1.w, c11.z + endrep + mov r2.xyz, r3 + mov r1.w, c11.x + rep i1 + add r2.w, r1.w, c16.y + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + add r4.xyz, r0, -c18[a0.x] + dp3 r2.w, r4, r4 + rsq r2.w, r2.w + mul r4.xyz, r2.w, r4 + dp3 r3.w, r1, -r4 + max r3.w, r3.w, c11.x + mul r4.xyz, r3.w, c17[a0.x] + rcp r2.w, r2.w + rcp r3.w, c17[a0.x].w + mad r2.w, r2.w, -r3.w, c11.z + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, r4 + mad r2.xyz, r4, c13.z, r2 + add r1.w, r1.w, c11.z + endrep + mov r3.xyz, r2 + mov r1.w, c11.x + rep i2 + add r2.w, r1.w, c16.z + mul r2.w, r2.w, c11.y + mova a0.x, r2.w + add r4.xyz, r0, -c18[a0.x] + dp3 r2.w, r4, r4 + rsq r2.w, r2.w + mul r4.xyz, r2.w, r4 + dp3 r4.w, r1, -r4 + dp3 r4.x, r4, c19[a0.x] + max r4.y, r4.w, c11.x + mov r4.z, c11.z + add r4.xz, r4, c18[a0.x].w + rcp r4.z, r4.z + mul r4.x, r4.z, r4.x + slt r4.z, r4.x, c11.x + mad r4.y, r4.z, -r4.y, r4.y + max r4.x, r4.x, c19[a0.x].w + mul r4.x, r4.x, r4.y + mul r4.xyz, r4.x, c17[a0.x] + rcp r2.w, r2.w + rcp r4.w, c17[a0.x].w + mad r2.w, r2.w, -r4.w, c11.z + max r2.w, r2.w, c11.x + mul r4.xyz, r2.w, r4 + mad r3.xyz, r4, c13.z, r3 + add r1.w, r1.w, c11.z + endrep + mov r3.w, v3.w + max r2, r3, c11.x + min r2, r2, c11.z + mul oD0, r2, c12 + mul r0.xy, r1.y, c42 + mad r0.xy, c41, r1.x, r0 + mad r0.xy, c43, r1.z, r0 + add oT1.xy, r0, c44 + max r1, r2, c45 + mul oD1, r1, c46 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c11.z + mov oT0.xy, v2 + +// approximately 101 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 180, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 154, 2, + 0, 0, 0, 2, 254, 255, + 15, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 147, 2, 0, 0, 72, 1, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 88, 1, + 0, 0, 0, 0, 0, 0, + 104, 1, 0, 0, 2, 0, + 45, 0, 1, 0, 182, 0, + 88, 1, 0, 0, 0, 0, + 0, 0, 115, 1, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 128, 1, 0, 0, + 0, 0, 0, 0, 144, 1, + 0, 0, 2, 0, 46, 0, + 1, 0, 186, 0, 88, 1, + 0, 0, 0, 0, 0, 0, + 153, 1, 0, 0, 2, 0, + 16, 0, 1, 0, 66, 0, + 164, 1, 0, 0, 0, 0, + 0, 0, 180, 1, 0, 0, + 2, 0, 14, 0, 1, 0, + 58, 0, 88, 1, 0, 0, + 0, 0, 0, 0, 188, 1, + 0, 0, 2, 0, 17, 0, + 24, 0, 70, 0, 8, 2, + 0, 0, 0, 0, 0, 0, + 24, 2, 0, 0, 2, 0, + 12, 0, 1, 0, 50, 0, + 88, 1, 0, 0, 0, 0, + 0, 0, 31, 2, 0, 0, + 2, 0, 8, 0, 3, 0, + 34, 0, 44, 2, 0, 0, + 0, 0, 0, 0, 60, 2, + 0, 0, 1, 0, 0, 0, + 1, 0, 2, 0, 76, 2, + 0, 0, 0, 0, 0, 0, + 92, 2, 0, 0, 1, 0, + 1, 0, 1, 0, 6, 0, + 76, 2, 0, 0, 0, 0, + 0, 0, 107, 2, 0, 0, + 1, 0, 2, 0, 1, 0, + 10, 0, 76, 2, 0, 0, + 0, 0, 0, 0, 121, 2, + 0, 0, 2, 0, 13, 0, + 1, 0, 54, 0, 88, 1, + 0, 0, 0, 0, 0, 0, + 131, 2, 0, 0, 2, 0, + 41, 0, 4, 0, 166, 0, + 128, 1, 0, 0, 0, 0, + 0, 0, 138, 2, 0, 0, + 2, 0, 4, 0, 4, 0, + 18, 0, 128, 1, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 99, 111, 108, 111, 114, 67, + 108, 97, 109, 112, 0, 99, + 111, 109, 98, 105, 110, 101, + 100, 77, 97, 116, 0, 171, + 3, 0, 3, 0, 4, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 101, 110, + 118, 67, 111, 108, 111, 114, + 0, 102, 105, 114, 115, 116, + 76, 105, 103, 104, 116, 0, + 1, 0, 2, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 111, + 103, 68, 97, 116, 97, 0, + 108, 105, 103, 104, 116, 115, + 0, 99, 111, 108, 111, 114, + 0, 171, 171, 171, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 112, 111, 115, 105, + 116, 105, 111, 110, 0, 100, + 105, 114, 101, 99, 116, 105, + 111, 110, 0, 171, 195, 1, + 0, 0, 204, 1, 0, 0, + 220, 1, 0, 0, 204, 1, + 0, 0, 229, 1, 0, 0, + 204, 1, 0, 0, 5, 0, + 0, 0, 1, 0, 12, 0, + 8, 0, 3, 0, 240, 1, + 0, 0, 109, 97, 116, 67, + 111, 108, 0, 110, 111, 114, + 109, 97, 108, 77, 97, 116, + 0, 171, 171, 171, 3, 0, + 3, 0, 3, 0, 3, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 110, 117, 109, 68, + 105, 114, 76, 105, 103, 104, + 116, 115, 0, 171, 171, 171, + 0, 0, 2, 0, 1, 0, + 1, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 110, 117, + 109, 80, 111, 105, 110, 116, + 76, 105, 103, 104, 116, 115, + 0, 110, 117, 109, 83, 112, + 111, 116, 76, 105, 103, 104, + 116, 115, 0, 115, 117, 114, + 102, 80, 114, 111, 112, 115, + 0, 116, 101, 120, 77, 97, + 116, 0, 119, 111, 114, 108, + 100, 77, 97, 116, 0, 118, + 115, 95, 50, 95, 48, 0, + 77, 105, 99, 114, 111, 115, + 111, 102, 116, 32, 40, 82, + 41, 32, 72, 76, 83, 76, + 32, 83, 104, 97, 100, 101, + 114, 32, 67, 111, 109, 112, + 105, 108, 101, 114, 32, 57, + 46, 50, 57, 46, 57, 53, + 50, 46, 51, 49, 49, 49, + 0, 171, 81, 0, 0, 5, + 11, 0, 15, 160, 0, 0, + 0, 0, 0, 0, 64, 64, + 0, 0, 128, 63, 0, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 3, 0, 0, 128, 1, 0, + 15, 144, 31, 0, 0, 2, + 5, 0, 0, 128, 2, 0, + 15, 144, 31, 0, 0, 2, + 10, 0, 0, 128, 3, 0, + 15, 144, 5, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 85, 144, 1, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 15, 128, 0, 0, 228, 160, + 0, 0, 0, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 15, 128, 2, 0, + 228, 160, 0, 0, 170, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 3, 0, 228, 160, 0, 0, + 255, 144, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 15, 192, 0, 0, 228, 128, + 5, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 85, 144, + 5, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 7, 128, + 4, 0, 228, 160, 0, 0, + 0, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 7, 128, 6, 0, 228, 160, + 0, 0, 170, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 7, 128, 7, 0, + 228, 160, 0, 0, 255, 144, + 0, 0, 228, 128, 5, 0, + 0, 3, 1, 0, 7, 128, + 1, 0, 85, 144, 9, 0, + 228, 160, 4, 0, 0, 4, + 1, 0, 7, 128, 8, 0, + 228, 160, 1, 0, 0, 144, + 1, 0, 228, 128, 4, 0, + 0, 4, 1, 0, 7, 128, + 10, 0, 228, 160, 1, 0, + 170, 144, 1, 0, 228, 128, + 1, 0, 0, 2, 2, 0, + 1, 128, 13, 0, 0, 160, + 4, 0, 0, 4, 2, 0, + 7, 128, 15, 0, 228, 160, + 2, 0, 0, 128, 3, 0, + 228, 144, 1, 0, 0, 2, + 3, 0, 7, 128, 2, 0, + 228, 128, 1, 0, 0, 2, + 1, 0, 8, 128, 11, 0, + 0, 160, 38, 0, 0, 1, + 0, 0, 228, 240, 2, 0, + 0, 3, 2, 0, 8, 128, + 1, 0, 255, 128, 16, 0, + 0, 160, 5, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 85, 160, + 46, 0, 0, 2, 0, 0, + 1, 176, 2, 0, 255, 128, + 8, 0, 0, 4, 2, 0, + 8, 128, 1, 0, 228, 128, + 19, 32, 228, 161, 0, 0, + 0, 176, 11, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 0, 160, + 5, 0, 0, 4, 4, 0, + 7, 128, 2, 0, 255, 128, + 17, 32, 228, 160, 0, 0, + 0, 176, 4, 0, 0, 4, + 3, 0, 7, 128, 4, 0, + 228, 128, 13, 0, 170, 160, + 3, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 8, 128, + 1, 0, 255, 128, 11, 0, + 170, 160, 39, 0, 0, 0, + 1, 0, 0, 2, 2, 0, + 7, 128, 3, 0, 228, 128, + 1, 0, 0, 2, 1, 0, + 8, 128, 11, 0, 0, 160, + 38, 0, 0, 1, 1, 0, + 228, 240, 2, 0, 0, 3, + 2, 0, 8, 128, 1, 0, + 255, 128, 16, 0, 85, 160, + 5, 0, 0, 3, 2, 0, + 8, 128, 2, 0, 255, 128, + 11, 0, 85, 160, 46, 0, + 0, 2, 0, 0, 1, 176, + 2, 0, 255, 128, 2, 0, + 0, 4, 4, 0, 7, 128, + 0, 0, 228, 128, 18, 32, + 228, 161, 0, 0, 0, 176, + 8, 0, 0, 3, 2, 0, + 8, 128, 4, 0, 228, 128, + 4, 0, 228, 128, 7, 0, + 0, 2, 2, 0, 8, 128, + 2, 0, 255, 128, 5, 0, + 0, 3, 4, 0, 7, 128, + 2, 0, 255, 128, 4, 0, + 228, 128, 8, 0, 0, 3, + 3, 0, 8, 128, 1, 0, + 228, 128, 4, 0, 228, 129, + 11, 0, 0, 3, 3, 0, + 8, 128, 3, 0, 255, 128, + 11, 0, 0, 160, 5, 0, + 0, 4, 4, 0, 7, 128, + 3, 0, 255, 128, 17, 32, + 228, 160, 0, 0, 0, 176, + 6, 0, 0, 2, 2, 0, + 8, 128, 2, 0, 255, 128, + 6, 0, 0, 3, 3, 0, + 8, 128, 17, 32, 255, 160, + 0, 0, 0, 176, 4, 0, + 0, 4, 2, 0, 8, 128, + 2, 0, 255, 128, 3, 0, + 255, 129, 11, 0, 170, 160, + 11, 0, 0, 3, 2, 0, + 8, 128, 2, 0, 255, 128, + 11, 0, 0, 160, 5, 0, + 0, 3, 4, 0, 7, 128, + 2, 0, 255, 128, 4, 0, + 228, 128, 4, 0, 0, 4, + 2, 0, 7, 128, 4, 0, + 228, 128, 13, 0, 170, 160, + 2, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 8, 128, + 1, 0, 255, 128, 11, 0, + 170, 160, 39, 0, 0, 0, + 1, 0, 0, 2, 3, 0, + 7, 128, 2, 0, 228, 128, + 1, 0, 0, 2, 1, 0, + 8, 128, 11, 0, 0, 160, + 38, 0, 0, 1, 2, 0, + 228, 240, 2, 0, 0, 3, + 2, 0, 8, 128, 1, 0, + 255, 128, 16, 0, 170, 160, + 5, 0, 0, 3, 2, 0, + 8, 128, 2, 0, 255, 128, + 11, 0, 85, 160, 46, 0, + 0, 2, 0, 0, 1, 176, + 2, 0, 255, 128, 2, 0, + 0, 4, 4, 0, 7, 128, + 0, 0, 228, 128, 18, 32, + 228, 161, 0, 0, 0, 176, + 8, 0, 0, 3, 2, 0, + 8, 128, 4, 0, 228, 128, + 4, 0, 228, 128, 7, 0, + 0, 2, 2, 0, 8, 128, + 2, 0, 255, 128, 5, 0, + 0, 3, 4, 0, 7, 128, + 2, 0, 255, 128, 4, 0, + 228, 128, 8, 0, 0, 3, + 4, 0, 8, 128, 1, 0, + 228, 128, 4, 0, 228, 129, + 8, 0, 0, 4, 4, 0, + 1, 128, 4, 0, 228, 128, + 19, 32, 228, 160, 0, 0, + 0, 176, 11, 0, 0, 3, + 4, 0, 2, 128, 4, 0, + 255, 128, 11, 0, 0, 160, + 1, 0, 0, 2, 4, 0, + 4, 128, 11, 0, 170, 160, + 2, 0, 0, 4, 4, 0, + 5, 128, 4, 0, 228, 128, + 18, 32, 255, 160, 0, 0, + 0, 176, 6, 0, 0, 2, + 4, 0, 4, 128, 4, 0, + 170, 128, 5, 0, 0, 3, + 4, 0, 1, 128, 4, 0, + 170, 128, 4, 0, 0, 128, + 12, 0, 0, 3, 4, 0, + 4, 128, 4, 0, 0, 128, + 11, 0, 0, 160, 4, 0, + 0, 4, 4, 0, 2, 128, + 4, 0, 170, 128, 4, 0, + 85, 129, 4, 0, 85, 128, + 11, 0, 0, 4, 4, 0, + 1, 128, 4, 0, 0, 128, + 19, 32, 255, 160, 0, 0, + 0, 176, 5, 0, 0, 3, + 4, 0, 1, 128, 4, 0, + 0, 128, 4, 0, 85, 128, + 5, 0, 0, 4, 4, 0, + 7, 128, 4, 0, 0, 128, + 17, 32, 228, 160, 0, 0, + 0, 176, 6, 0, 0, 2, + 2, 0, 8, 128, 2, 0, + 255, 128, 6, 0, 0, 3, + 4, 0, 8, 128, 17, 32, + 255, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 2, 0, + 8, 128, 2, 0, 255, 128, + 4, 0, 255, 129, 11, 0, + 170, 160, 11, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 11, 0, 0, 160, + 5, 0, 0, 3, 4, 0, + 7, 128, 2, 0, 255, 128, + 4, 0, 228, 128, 4, 0, + 0, 4, 3, 0, 7, 128, + 4, 0, 228, 128, 13, 0, + 170, 160, 3, 0, 228, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 11, 0, 170, 160, 39, 0, + 0, 0, 1, 0, 0, 2, + 3, 0, 8, 128, 3, 0, + 255, 144, 11, 0, 0, 3, + 2, 0, 15, 128, 3, 0, + 228, 128, 11, 0, 0, 160, + 10, 0, 0, 3, 2, 0, + 15, 128, 2, 0, 228, 128, + 11, 0, 170, 160, 5, 0, + 0, 3, 0, 0, 15, 208, + 2, 0, 228, 128, 12, 0, + 228, 160, 5, 0, 0, 3, + 0, 0, 3, 128, 1, 0, + 85, 128, 42, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 3, 128, 41, 0, 228, 160, + 1, 0, 0, 128, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 3, 128, 43, 0, + 228, 160, 1, 0, 170, 128, + 0, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 3, 224, + 0, 0, 228, 128, 44, 0, + 228, 160, 11, 0, 0, 3, + 1, 0, 15, 128, 2, 0, + 228, 128, 45, 0, 228, 160, + 5, 0, 0, 3, 1, 0, + 15, 208, 1, 0, 228, 128, + 46, 0, 228, 160, 2, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 5, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 11, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/matfx_env_amb_VS.h b/src/d3d/shaders/matfx_env_amb_VS.h new file mode 100644 index 0000000..0367d5e --- /dev/null +++ b/src/d3d/shaders/matfx_env_amb_VS.h @@ -0,0 +1,225 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /Fh matfx_env_amb_VS.h matfx_env_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4 colorClamp; +// float4x4 combinedMat; +// float4 envColor; +// float4 fogData; +// float4 matCol; +// float3x3 normalMat; +// float4 surfProps; +// float4x4 texMat; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// combinedMat c0 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// texMat c41 4 +// colorClamp c45 1 +// envColor c46 1 +// + + vs_2_0 + def c4, 0, 1, 0, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + mul r0.xyz, v1.y, c9 + mad r0.xyz, c8, v1.x, r0 + mad r0.xyz, c10, v1.z, r0 + mul r0.yw, r0.y, c42.xxzy + mad r0.xy, c41, r0.x, r0.ywzw + mad r0.xy, c43, r0.z, r0 + add oT1.xy, r0, c44 + mov r0.xyz, c15 + mad r0.xyz, r0, c13.x, v3 + mov r0.w, v3.w + max r0, r0, c4.x + min r0, r0, c4.y + max r1, r0, c45 + mul oD0, r0, c12 + mul oD1, r1, c46 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + add r1.x, r0.w, -c14.y + mov oPos, r0 + mul r0.x, r1.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.y + mov oT0.xy, v2 + +// approximately 25 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 103, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 100, 1, + 0, 0, 0, 2, 254, 255, + 9, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 93, 1, 0, 0, 208, 0, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 224, 0, + 0, 0, 0, 0, 0, 0, + 240, 0, 0, 0, 2, 0, + 45, 0, 1, 0, 182, 0, + 224, 0, 0, 0, 0, 0, + 0, 0, 251, 0, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 8, 1, 0, 0, + 0, 0, 0, 0, 24, 1, + 0, 0, 2, 0, 46, 0, + 1, 0, 186, 0, 224, 0, + 0, 0, 0, 0, 0, 0, + 33, 1, 0, 0, 2, 0, + 14, 0, 1, 0, 58, 0, + 224, 0, 0, 0, 0, 0, + 0, 0, 41, 1, 0, 0, + 2, 0, 12, 0, 1, 0, + 50, 0, 224, 0, 0, 0, + 0, 0, 0, 0, 48, 1, + 0, 0, 2, 0, 8, 0, + 3, 0, 34, 0, 60, 1, + 0, 0, 0, 0, 0, 0, + 76, 1, 0, 0, 2, 0, + 13, 0, 1, 0, 54, 0, + 224, 0, 0, 0, 0, 0, + 0, 0, 86, 1, 0, 0, + 2, 0, 41, 0, 4, 0, + 166, 0, 8, 1, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 99, 111, 108, 111, 114, 67, + 108, 97, 109, 112, 0, 99, + 111, 109, 98, 105, 110, 101, + 100, 77, 97, 116, 0, 171, + 3, 0, 3, 0, 4, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 101, 110, + 118, 67, 111, 108, 111, 114, + 0, 102, 111, 103, 68, 97, + 116, 97, 0, 109, 97, 116, + 67, 111, 108, 0, 110, 111, + 114, 109, 97, 108, 77, 97, + 116, 0, 171, 171, 3, 0, + 3, 0, 3, 0, 3, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 115, 117, 114, 102, + 80, 114, 111, 112, 115, 0, + 116, 101, 120, 77, 97, 116, + 0, 118, 115, 95, 50, 95, + 48, 0, 77, 105, 99, 114, + 111, 115, 111, 102, 116, 32, + 40, 82, 41, 32, 72, 76, + 83, 76, 32, 83, 104, 97, + 100, 101, 114, 32, 67, 111, + 109, 112, 105, 108, 101, 114, + 32, 57, 46, 50, 57, 46, + 57, 53, 50, 46, 51, 49, + 49, 49, 0, 171, 171, 171, + 81, 0, 0, 5, 4, 0, + 15, 160, 0, 0, 0, 0, + 0, 0, 128, 63, 0, 0, + 0, 0, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 31, 0, 0, 2, 3, 0, + 0, 128, 1, 0, 15, 144, + 31, 0, 0, 2, 5, 0, + 0, 128, 2, 0, 15, 144, + 31, 0, 0, 2, 10, 0, + 0, 128, 3, 0, 15, 144, + 5, 0, 0, 3, 0, 0, + 7, 128, 1, 0, 85, 144, + 9, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 7, 128, + 8, 0, 228, 160, 1, 0, + 0, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 7, 128, 10, 0, 228, 160, + 1, 0, 170, 144, 0, 0, + 228, 128, 5, 0, 0, 3, + 0, 0, 10, 128, 0, 0, + 85, 128, 42, 0, 96, 160, + 4, 0, 0, 4, 0, 0, + 3, 128, 41, 0, 228, 160, + 0, 0, 0, 128, 0, 0, + 237, 128, 4, 0, 0, 4, + 0, 0, 3, 128, 43, 0, + 228, 160, 0, 0, 170, 128, + 0, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 3, 224, + 0, 0, 228, 128, 44, 0, + 228, 160, 1, 0, 0, 2, + 0, 0, 7, 128, 15, 0, + 228, 160, 4, 0, 0, 4, + 0, 0, 7, 128, 0, 0, + 228, 128, 13, 0, 0, 160, + 3, 0, 228, 144, 1, 0, + 0, 2, 0, 0, 8, 128, + 3, 0, 255, 144, 11, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 228, 128, 4, 0, + 0, 160, 10, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 128, 4, 0, 85, 160, + 11, 0, 0, 3, 1, 0, + 15, 128, 0, 0, 228, 128, + 45, 0, 228, 160, 5, 0, + 0, 3, 0, 0, 15, 208, + 0, 0, 228, 128, 12, 0, + 228, 160, 5, 0, 0, 3, + 1, 0, 15, 208, 1, 0, + 228, 128, 46, 0, 228, 160, + 5, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 85, 144, + 1, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 15, 128, + 0, 0, 228, 160, 0, 0, + 0, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 15, 128, 2, 0, 228, 160, + 0, 0, 170, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 15, 128, 3, 0, + 228, 160, 0, 0, 255, 144, + 0, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 1, 0, 0, 2, + 0, 0, 15, 192, 0, 0, + 228, 128, 5, 0, 0, 3, + 0, 0, 1, 128, 1, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 4, 0, + 85, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/matfx_env_amb_dir_VS.h b/src/d3d/shaders/matfx_env_amb_dir_VS.h new file mode 100644 index 0000000..b93e572 --- /dev/null +++ b/src/d3d/shaders/matfx_env_amb_dir_VS.h @@ -0,0 +1,316 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /Fh matfx_env_amb_dir_VS.h +// matfx_env_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4 colorClamp; +// float4x4 combinedMat; +// float4 envColor; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// float4 surfProps; +// float4x4 texMat; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// numDirLights i0 1 +// combinedMat c0 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// texMat c41 4 +// colorClamp c45 1 +// envColor c46 1 +// + + vs_2_0 + def c4, 0, 3, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + mul r0, v0.y, c1 + mad r0, c0, v0.x, r0 + mad r0, c2, v0.z, r0 + mad r0, c3, v0.w, r0 + mov oPos, r0 + mul r0.xyz, v1.y, c9 + mad r0.xyz, c8, v1.x, r0 + mad r0.xyz, c10, v1.z, r0 + mov r1.x, c13.x + mad r1.xyz, c15, r1.x, v3 + mov r2.xyz, r1 + mov r1.w, c4.x + rep i0 + add r3.x, r1.w, c16.x + mul r3.x, r3.x, c4.y + mova a0.x, r3.x + dp3 r3.x, r0, -c19[a0.x] + max r3.x, r3.x, c4.x + mul r3.xyz, r3.x, c17[a0.x] + mad r2.xyz, r3, c13.z, r2 + add r1.w, r1.w, c4.z + endrep + mov r2.w, v3.w + max r1, r2, c4.x + min r1, r1, c4.z + mul oD0, r1, c12 + mul r2.xy, r0.y, c42 + mad r0.xy, c41, r0.x, r2 + mad r0.xy, c43, r0.z, r0 + add oT1.xy, r0, c44 + max r1, r1, c45 + mul oD1, r1, c46 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.z + mov oT0.xy, v2 + +// approximately 40 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 156, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 56, 2, + 0, 0, 0, 2, 254, 255, + 12, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 49, 2, 0, 0, 12, 1, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 28, 1, + 0, 0, 0, 0, 0, 0, + 44, 1, 0, 0, 2, 0, + 45, 0, 1, 0, 182, 0, + 28, 1, 0, 0, 0, 0, + 0, 0, 55, 1, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 68, 1, 0, 0, + 0, 0, 0, 0, 84, 1, + 0, 0, 2, 0, 46, 0, + 1, 0, 186, 0, 28, 1, + 0, 0, 0, 0, 0, 0, + 93, 1, 0, 0, 2, 0, + 16, 0, 1, 0, 66, 0, + 104, 1, 0, 0, 0, 0, + 0, 0, 120, 1, 0, 0, + 2, 0, 14, 0, 1, 0, + 58, 0, 28, 1, 0, 0, + 0, 0, 0, 0, 128, 1, + 0, 0, 2, 0, 17, 0, + 24, 0, 70, 0, 204, 1, + 0, 0, 0, 0, 0, 0, + 220, 1, 0, 0, 2, 0, + 12, 0, 1, 0, 50, 0, + 28, 1, 0, 0, 0, 0, + 0, 0, 227, 1, 0, 0, + 2, 0, 8, 0, 3, 0, + 34, 0, 240, 1, 0, 0, + 0, 0, 0, 0, 0, 2, + 0, 0, 1, 0, 0, 0, + 1, 0, 2, 0, 16, 2, + 0, 0, 0, 0, 0, 0, + 32, 2, 0, 0, 2, 0, + 13, 0, 1, 0, 54, 0, + 28, 1, 0, 0, 0, 0, + 0, 0, 42, 2, 0, 0, + 2, 0, 41, 0, 4, 0, + 166, 0, 68, 1, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 99, 111, 108, 111, 114, 67, + 108, 97, 109, 112, 0, 99, + 111, 109, 98, 105, 110, 101, + 100, 77, 97, 116, 0, 171, + 3, 0, 3, 0, 4, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 101, 110, + 118, 67, 111, 108, 111, 114, + 0, 102, 105, 114, 115, 116, + 76, 105, 103, 104, 116, 0, + 1, 0, 2, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 111, + 103, 68, 97, 116, 97, 0, + 108, 105, 103, 104, 116, 115, + 0, 99, 111, 108, 111, 114, + 0, 171, 171, 171, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 112, 111, 115, 105, + 116, 105, 111, 110, 0, 100, + 105, 114, 101, 99, 116, 105, + 111, 110, 0, 171, 135, 1, + 0, 0, 144, 1, 0, 0, + 160, 1, 0, 0, 144, 1, + 0, 0, 169, 1, 0, 0, + 144, 1, 0, 0, 5, 0, + 0, 0, 1, 0, 12, 0, + 8, 0, 3, 0, 180, 1, + 0, 0, 109, 97, 116, 67, + 111, 108, 0, 110, 111, 114, + 109, 97, 108, 77, 97, 116, + 0, 171, 171, 171, 3, 0, + 3, 0, 3, 0, 3, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 110, 117, 109, 68, + 105, 114, 76, 105, 103, 104, + 116, 115, 0, 171, 171, 171, + 0, 0, 2, 0, 1, 0, + 1, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 115, 117, + 114, 102, 80, 114, 111, 112, + 115, 0, 116, 101, 120, 77, + 97, 116, 0, 118, 115, 95, + 50, 95, 48, 0, 77, 105, + 99, 114, 111, 115, 111, 102, + 116, 32, 40, 82, 41, 32, + 72, 76, 83, 76, 32, 83, + 104, 97, 100, 101, 114, 32, + 67, 111, 109, 112, 105, 108, + 101, 114, 32, 57, 46, 50, + 57, 46, 57, 53, 50, 46, + 51, 49, 49, 49, 0, 171, + 171, 171, 81, 0, 0, 5, + 4, 0, 15, 160, 0, 0, + 0, 0, 0, 0, 64, 64, + 0, 0, 128, 63, 0, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 3, 0, 0, 128, 1, 0, + 15, 144, 31, 0, 0, 2, + 5, 0, 0, 128, 2, 0, + 15, 144, 31, 0, 0, 2, + 10, 0, 0, 128, 3, 0, + 15, 144, 5, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 85, 144, 1, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 15, 128, 0, 0, 228, 160, + 0, 0, 0, 144, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 15, 128, 2, 0, + 228, 160, 0, 0, 170, 144, + 0, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 3, 0, 228, 160, 0, 0, + 255, 144, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 15, 192, 0, 0, 228, 128, + 5, 0, 0, 3, 0, 0, + 7, 128, 1, 0, 85, 144, + 9, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 7, 128, + 8, 0, 228, 160, 1, 0, + 0, 144, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 7, 128, 10, 0, 228, 160, + 1, 0, 170, 144, 0, 0, + 228, 128, 1, 0, 0, 2, + 1, 0, 1, 128, 13, 0, + 0, 160, 4, 0, 0, 4, + 1, 0, 7, 128, 15, 0, + 228, 160, 1, 0, 0, 128, + 3, 0, 228, 144, 1, 0, + 0, 2, 2, 0, 7, 128, + 1, 0, 228, 128, 1, 0, + 0, 2, 1, 0, 8, 128, + 4, 0, 0, 160, 38, 0, + 0, 1, 0, 0, 228, 240, + 2, 0, 0, 3, 3, 0, + 1, 128, 1, 0, 255, 128, + 16, 0, 0, 160, 5, 0, + 0, 3, 3, 0, 1, 128, + 3, 0, 0, 128, 4, 0, + 85, 160, 46, 0, 0, 2, + 0, 0, 1, 176, 3, 0, + 0, 128, 8, 0, 0, 4, + 3, 0, 1, 128, 0, 0, + 228, 128, 19, 32, 228, 161, + 0, 0, 0, 176, 11, 0, + 0, 3, 3, 0, 1, 128, + 3, 0, 0, 128, 4, 0, + 0, 160, 5, 0, 0, 4, + 3, 0, 7, 128, 3, 0, + 0, 128, 17, 32, 228, 160, + 0, 0, 0, 176, 4, 0, + 0, 4, 2, 0, 7, 128, + 3, 0, 228, 128, 13, 0, + 170, 160, 2, 0, 228, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 4, 0, 170, 160, 39, 0, + 0, 0, 1, 0, 0, 2, + 2, 0, 8, 128, 3, 0, + 255, 144, 11, 0, 0, 3, + 1, 0, 15, 128, 2, 0, + 228, 128, 4, 0, 0, 160, + 10, 0, 0, 3, 1, 0, + 15, 128, 1, 0, 228, 128, + 4, 0, 170, 160, 5, 0, + 0, 3, 0, 0, 15, 208, + 1, 0, 228, 128, 12, 0, + 228, 160, 5, 0, 0, 3, + 2, 0, 3, 128, 0, 0, + 85, 128, 42, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 3, 128, 41, 0, 228, 160, + 0, 0, 0, 128, 2, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 3, 128, 43, 0, + 228, 160, 0, 0, 170, 128, + 0, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 3, 224, + 0, 0, 228, 128, 44, 0, + 228, 160, 11, 0, 0, 3, + 1, 0, 15, 128, 1, 0, + 228, 128, 45, 0, 228, 160, + 5, 0, 0, 3, 1, 0, + 15, 208, 1, 0, 228, 128, + 46, 0, 228, 160, 2, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 5, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 4, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/matfx_env_tex_PS.h b/src/d3d/shaders/matfx_env_tex_PS.h new file mode 100644 index 0000000..e2e7429 --- /dev/null +++ b/src/d3d/shaders/matfx_env_tex_PS.h @@ -0,0 +1,141 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T ps_2_0 /DTEX /Fh matfx_env_tex_PS.h matfx_env_PS.hlsl +// +// +// Parameters: +// +// sampler2D diffTex; +// sampler2D envTex; +// float4 fogColor; +// float4 fxparams; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// fogColor c0 1 +// fxparams c1 1 +// diffTex s0 1 +// envTex s1 1 +// + + ps_2_0 + dcl t0.xyz + dcl t1.xy + dcl v0 + dcl v1.xyz + dcl_2d s0 + dcl_2d s1 + texld r0, t1, s1 + texld r1, t0, s0 + mul r2.xyz, v1, c1.x + mul r0.xyz, r0, r2 + mul r0.xyz, r0, t0.z + mul r2.w, r1.w, v0.w + mad r1.xyz, v0, r1, -c0 + mad r1.xyz, t0.z, r1, c0 + max r0.w, r2.w, c1.y + mul r0.xyz, r0.w, r0 + mad r2.xyz, r1, r2.w, r0 + mov oC0, r2 + +// approximately 12 instruction slots used (2 texture, 10 arithmetic) +#endif + +const BYTE g_ps20_main[] = +{ + 0, 2, 255, 255, 254, 255, + 64, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 200, 0, + 0, 0, 0, 2, 255, 255, + 4, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 193, 0, 0, 0, 108, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 2, 0, 116, 0, + 0, 0, 0, 0, 0, 0, + 132, 0, 0, 0, 3, 0, + 1, 0, 1, 0, 6, 0, + 140, 0, 0, 0, 0, 0, + 0, 0, 156, 0, 0, 0, + 2, 0, 0, 0, 1, 0, + 2, 0, 168, 0, 0, 0, + 0, 0, 0, 0, 184, 0, + 0, 0, 2, 0, 1, 0, + 1, 0, 6, 0, 168, 0, + 0, 0, 0, 0, 0, 0, + 100, 105, 102, 102, 84, 101, + 120, 0, 4, 0, 12, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 101, 110, 118, 84, 101, 120, + 0, 171, 4, 0, 12, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 67, 111, 108, + 111, 114, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 102, 120, + 112, 97, 114, 97, 109, 115, + 0, 112, 115, 95, 50, 95, + 48, 0, 77, 105, 99, 114, + 111, 115, 111, 102, 116, 32, + 40, 82, 41, 32, 72, 76, + 83, 76, 32, 83, 104, 97, + 100, 101, 114, 32, 67, 111, + 109, 112, 105, 108, 101, 114, + 32, 57, 46, 50, 57, 46, + 57, 53, 50, 46, 51, 49, + 49, 49, 0, 171, 171, 171, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 7, 176, + 31, 0, 0, 2, 0, 0, + 0, 128, 1, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 31, 0, 0, 2, 0, 0, + 0, 128, 1, 0, 7, 144, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 31, 0, 0, 2, 0, 0, + 0, 144, 1, 8, 15, 160, + 66, 0, 0, 3, 0, 0, + 15, 128, 1, 0, 228, 176, + 1, 8, 228, 160, 66, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 228, 176, 0, 8, + 228, 160, 5, 0, 0, 3, + 2, 0, 7, 128, 1, 0, + 228, 144, 1, 0, 0, 160, + 5, 0, 0, 3, 0, 0, + 7, 128, 0, 0, 228, 128, + 2, 0, 228, 128, 5, 0, + 0, 3, 0, 0, 7, 128, + 0, 0, 228, 128, 0, 0, + 170, 176, 5, 0, 0, 3, + 2, 0, 8, 128, 1, 0, + 255, 128, 0, 0, 255, 144, + 4, 0, 0, 4, 1, 0, + 7, 128, 0, 0, 228, 144, + 1, 0, 228, 128, 0, 0, + 228, 161, 4, 0, 0, 4, + 1, 0, 7, 128, 0, 0, + 170, 176, 1, 0, 228, 128, + 0, 0, 228, 160, 11, 0, + 0, 3, 0, 0, 8, 128, + 2, 0, 255, 128, 1, 0, + 85, 160, 5, 0, 0, 3, + 0, 0, 7, 128, 0, 0, + 255, 128, 0, 0, 228, 128, + 4, 0, 0, 4, 2, 0, + 7, 128, 1, 0, 228, 128, + 2, 0, 255, 128, 0, 0, + 228, 128, 1, 0, 0, 2, + 0, 8, 15, 128, 2, 0, + 228, 128, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/skin_VS.hlsl b/src/d3d/shaders/skin_VS.hlsl new file mode 100644 index 0000000..bede50f --- /dev/null +++ b/src/d3d/shaders/skin_VS.hlsl @@ -0,0 +1,63 @@ +#include "standardConstants.h" + +float4x3 boneMatrices[64] : register(c41); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; + float4 Weights : BLENDWEIGHT; + int4 Indices : BLENDINDICES; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + int j; + float3 SkinVertex = float3(0.0, 0.0, 0.0); + float3 SkinNormal = float3(0.0, 0.0, 0.0); + for(j = 0; j < 4; j++){ + SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + } + + output.Position = mul(combinedMat, float4(SkinVertex, 1.0)); + float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz; + float3 Normal = mul(normalMat, SkinNormal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +#endif +#ifdef POINTLIGHTS + for(i = 0; i < numPointLights; i++) + output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +#endif +#ifdef SPOTLIGHTS + for(i = 0; i < numSpotLights; i++) + output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +#endif + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/d3d/shaders/skin_all_VS.h b/src/d3d/shaders/skin_all_VS.h new file mode 100644 index 0000000..67f89f3 --- /dev/null +++ b/src/d3d/shaders/skin_all_VS.h @@ -0,0 +1,664 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /DPOINTLIGHTS /DSPOTLIGHTS /Fh +// skin_all_VS.h skin_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x3 boneMatrices[64]; +// float4x4 combinedMat; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// int numPointLights; +// int numSpotLights; +// float4 surfProps; +// float4x4 worldMat; +// +// +// Registers: +// +// Name Reg Size +// -------------- ----- ---- +// numDirLights i0 1 +// numPointLights i1 1 +// numSpotLights i2 1 +// combinedMat c0 4 +// worldMat c4 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// boneMatrices c41 192 +// + + vs_2_0 + def c11, 3, 0, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + dcl_blendweight v4 + dcl_blendindices v5 + mul r0, v5, c11.x + mova a0.x, r0.x + dp3 r1.z, v1, c43[a0.x] + dp4 r2.x, v0, c41[a0.x] + dp4 r2.y, v0, c42[a0.x] + dp4 r2.z, v0, c43[a0.x] + dp3 r1.x, v1, c41[a0.x] + dp3 r1.y, v1, c42[a0.x] + mova a0.x, r0.y + dp3 r3.z, v1, c43[a0.x] + dp4 r4.x, v0, c41[a0.x] + dp4 r4.y, v0, c42[a0.x] + dp4 r4.z, v0, c43[a0.x] + mul r4.xyz, r4, v4.y + mad r2.xyz, r2, v4.x, r4 + dp3 r3.x, v1, c41[a0.x] + dp3 r3.y, v1, c42[a0.x] + mul r3.xyz, r3, v4.y + mad r1.xyz, r1, v4.x, r3 + mova a0.x, r0.z + dp3 r0.z, v1, c43[a0.x] + dp4 r3.x, v0, c41[a0.x] + dp4 r3.y, v0, c42[a0.x] + dp4 r3.z, v0, c43[a0.x] + mad r2.xyz, r3, v4.z, r2 + dp3 r0.x, v1, c41[a0.x] + dp3 r0.y, v1, c42[a0.x] + mad r0.xyz, r0, v4.z, r1 + mova a0.x, r0.w + dp3 r1.z, v1, c43[a0.x] + dp4 r3.x, v0, c41[a0.x] + dp4 r3.y, v0, c42[a0.x] + dp4 r3.z, v0, c43[a0.x] + mad r2.xyz, r3, v4.w, r2 + dp3 r1.x, v1, c41[a0.x] + dp3 r1.y, v1, c42[a0.x] + mad r0.xyz, r1, v4.w, r0 + mul r1.xyz, r2.y, c5 + mad r1.xyz, c4, r2.x, r1 + mad r1.xyz, c6, r2.z, r1 + add r1.xyz, r1, c7 + mul r3.xyz, r0.y, c9 + mad r0.xyw, c8.xyzz, r0.x, r3.xyzz + mad r0.xyz, c10, r0.z, r0.xyww + mov r3.x, c13.x + mad r3.xyz, c15, r3.x, v3 + mov r4.xyz, r3 + mov r0.w, c11.y + rep i0 + add r1.w, r0.w, c16.x + mul r1.w, r1.w, c11.x + mova a0.x, r1.w + dp3 r1.w, r0, -c19[a0.x] + max r1.w, r1.w, c11.y + mul r5.xyz, r1.w, c17[a0.x] + mad r4.xyz, r5, c13.z, r4 + add r0.w, r0.w, c11.z + endrep + mov r3.xyz, r4 + mov r0.w, c11.y + rep i1 + add r1.w, r0.w, c16.y + mul r1.w, r1.w, c11.x + mova a0.x, r1.w + add r5.xyz, r1, -c18[a0.x] + dp3 r1.w, r5, r5 + rsq r1.w, r1.w + mul r5.xyz, r1.w, r5 + dp3 r2.w, r0, -r5 + max r2.w, r2.w, c11.y + mul r5.xyz, r2.w, c17[a0.x] + rcp r1.w, r1.w + rcp r2.w, c17[a0.x].w + mad r1.w, r1.w, -r2.w, c11.z + max r1.w, r1.w, c11.y + mul r5.xyz, r1.w, r5 + mad r3.xyz, r5, c13.z, r3 + add r0.w, r0.w, c11.z + endrep + mov r4.xyz, r3 + mov r0.w, c11.y + rep i2 + add r1.w, r0.w, c16.z + mul r1.w, r1.w, c11.x + mova a0.x, r1.w + add r5.xyz, r1, -c18[a0.x] + dp3 r1.w, r5, r5 + rsq r1.w, r1.w + mul r5.xyz, r1.w, r5 + dp3 r2.w, r0, -r5 + dp3 r3.w, r5, c19[a0.x] + max r2.w, r2.w, c11.y + add r3.w, r3.w, c18[a0.x].w + mov r5.z, c11.z + add r5.x, r5.z, c18[a0.x].w + rcp r5.x, r5.x + mul r3.w, r3.w, r5.x + slt r5.x, r3.w, c11.y + mad r2.w, r5.x, -r2.w, r2.w + max r3.w, r3.w, c19[a0.x].w + mul r2.w, r2.w, r3.w + mul r5.xyz, r2.w, c17[a0.x] + rcp r1.w, r1.w + rcp r2.w, c17[a0.x].w + mad r1.w, r1.w, -r2.w, c11.z + max r1.w, r1.w, c11.y + mul r5.xyz, r1.w, r5 + mad r4.xyz, r5, c13.z, r4 + add r0.w, r0.w, c11.z + endrep + mov r4.w, v3.w + max r0, r4, c11.y + min r0, r0, c11.z + mul oD0, r0, c12 + mul r0, r2.y, c1 + mad r0, c0, r2.x, r0 + mad r0, c2, r2.z, r0 + add r0, r0, c3 + mov oPos, r0 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c11.z + mov oT0.xy, v2 + +// approximately 133 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 171, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 119, 2, + 0, 0, 0, 2, 254, 255, + 13, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 112, 2, 0, 0, 32, 1, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 48, 1, + 0, 0, 0, 0, 0, 0, + 64, 1, 0, 0, 2, 0, + 41, 0, 192, 0, 166, 0, + 80, 1, 0, 0, 0, 0, + 0, 0, 96, 1, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 108, 1, 0, 0, + 0, 0, 0, 0, 124, 1, + 0, 0, 2, 0, 16, 0, + 1, 0, 66, 0, 136, 1, + 0, 0, 0, 0, 0, 0, + 152, 1, 0, 0, 2, 0, + 14, 0, 1, 0, 58, 0, + 48, 1, 0, 0, 0, 0, + 0, 0, 160, 1, 0, 0, + 2, 0, 17, 0, 24, 0, + 70, 0, 236, 1, 0, 0, + 0, 0, 0, 0, 252, 1, + 0, 0, 2, 0, 12, 0, + 1, 0, 50, 0, 48, 1, + 0, 0, 0, 0, 0, 0, + 3, 2, 0, 0, 2, 0, + 8, 0, 3, 0, 34, 0, + 16, 2, 0, 0, 0, 0, + 0, 0, 32, 2, 0, 0, + 1, 0, 0, 0, 1, 0, + 2, 0, 48, 2, 0, 0, + 0, 0, 0, 0, 64, 2, + 0, 0, 1, 0, 1, 0, + 1, 0, 6, 0, 48, 2, + 0, 0, 0, 0, 0, 0, + 79, 2, 0, 0, 1, 0, + 2, 0, 1, 0, 10, 0, + 48, 2, 0, 0, 0, 0, + 0, 0, 93, 2, 0, 0, + 2, 0, 13, 0, 1, 0, + 54, 0, 48, 1, 0, 0, + 0, 0, 0, 0, 103, 2, + 0, 0, 2, 0, 4, 0, + 4, 0, 18, 0, 108, 1, + 0, 0, 0, 0, 0, 0, + 97, 109, 98, 105, 101, 110, + 116, 76, 105, 103, 104, 116, + 0, 171, 171, 171, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 98, 111, 110, 101, + 77, 97, 116, 114, 105, 99, + 101, 115, 0, 171, 171, 171, + 3, 0, 3, 0, 4, 0, + 3, 0, 64, 0, 0, 0, + 0, 0, 0, 0, 99, 111, + 109, 98, 105, 110, 101, 100, + 77, 97, 116, 0, 3, 0, + 3, 0, 4, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 105, 114, 115, + 116, 76, 105, 103, 104, 116, + 0, 171, 1, 0, 2, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 68, 97, 116, + 97, 0, 108, 105, 103, 104, + 116, 115, 0, 99, 111, 108, + 111, 114, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 112, 111, + 115, 105, 116, 105, 111, 110, + 0, 100, 105, 114, 101, 99, + 116, 105, 111, 110, 0, 171, + 167, 1, 0, 0, 176, 1, + 0, 0, 192, 1, 0, 0, + 176, 1, 0, 0, 201, 1, + 0, 0, 176, 1, 0, 0, + 5, 0, 0, 0, 1, 0, + 12, 0, 8, 0, 3, 0, + 212, 1, 0, 0, 109, 97, + 116, 67, 111, 108, 0, 110, + 111, 114, 109, 97, 108, 77, + 97, 116, 0, 171, 171, 171, + 3, 0, 3, 0, 3, 0, + 3, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 110, 117, + 109, 68, 105, 114, 76, 105, + 103, 104, 116, 115, 0, 171, + 171, 171, 0, 0, 2, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 110, 117, 109, 80, 111, 105, + 110, 116, 76, 105, 103, 104, + 116, 115, 0, 110, 117, 109, + 83, 112, 111, 116, 76, 105, + 103, 104, 116, 115, 0, 115, + 117, 114, 102, 80, 114, 111, + 112, 115, 0, 119, 111, 114, + 108, 100, 77, 97, 116, 0, + 118, 115, 95, 50, 95, 48, + 0, 77, 105, 99, 114, 111, + 115, 111, 102, 116, 32, 40, + 82, 41, 32, 72, 76, 83, + 76, 32, 83, 104, 97, 100, + 101, 114, 32, 67, 111, 109, + 112, 105, 108, 101, 114, 32, + 57, 46, 50, 57, 46, 57, + 53, 50, 46, 51, 49, 49, + 49, 0, 81, 0, 0, 5, + 11, 0, 15, 160, 0, 0, + 64, 64, 0, 0, 0, 0, + 0, 0, 128, 63, 0, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 3, 0, 0, 128, 1, 0, + 15, 144, 31, 0, 0, 2, + 5, 0, 0, 128, 2, 0, + 15, 144, 31, 0, 0, 2, + 10, 0, 0, 128, 3, 0, + 15, 144, 31, 0, 0, 2, + 1, 0, 0, 128, 4, 0, + 15, 144, 31, 0, 0, 2, + 2, 0, 0, 128, 5, 0, + 15, 144, 5, 0, 0, 3, + 0, 0, 15, 128, 5, 0, + 228, 144, 11, 0, 0, 160, + 46, 0, 0, 2, 0, 0, + 1, 176, 0, 0, 0, 128, + 8, 0, 0, 4, 1, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 2, 0, 1, 128, 0, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 0, 176, 9, 0, + 0, 4, 2, 0, 2, 128, + 0, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 0, 176, + 9, 0, 0, 4, 2, 0, + 4, 128, 0, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 0, 176, 8, 0, 0, 4, + 1, 0, 1, 128, 1, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 0, 176, 8, 0, + 0, 4, 1, 0, 2, 128, + 1, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 0, 176, + 46, 0, 0, 2, 0, 0, + 1, 176, 0, 0, 85, 128, + 8, 0, 0, 4, 3, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 4, 0, 1, 128, 0, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 0, 176, 9, 0, + 0, 4, 4, 0, 2, 128, + 0, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 0, 176, + 9, 0, 0, 4, 4, 0, + 4, 128, 0, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 0, 176, 5, 0, 0, 3, + 4, 0, 7, 128, 4, 0, + 228, 128, 4, 0, 85, 144, + 4, 0, 0, 4, 2, 0, + 7, 128, 2, 0, 228, 128, + 4, 0, 0, 144, 4, 0, + 228, 128, 8, 0, 0, 4, + 3, 0, 1, 128, 1, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 0, 176, 8, 0, + 0, 4, 3, 0, 2, 128, + 1, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 0, 176, + 5, 0, 0, 3, 3, 0, + 7, 128, 3, 0, 228, 128, + 4, 0, 85, 144, 4, 0, + 0, 4, 1, 0, 7, 128, + 1, 0, 228, 128, 4, 0, + 0, 144, 3, 0, 228, 128, + 46, 0, 0, 2, 0, 0, + 1, 176, 0, 0, 170, 128, + 8, 0, 0, 4, 0, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 3, 0, 1, 128, 0, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 0, 176, 9, 0, + 0, 4, 3, 0, 2, 128, + 0, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 0, 176, + 9, 0, 0, 4, 3, 0, + 4, 128, 0, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 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144, 0, 0, + 228, 128, 5, 0, 0, 3, + 1, 0, 7, 128, 2, 0, + 85, 128, 5, 0, 228, 160, + 4, 0, 0, 4, 1, 0, + 7, 128, 4, 0, 228, 160, + 2, 0, 0, 128, 1, 0, + 228, 128, 4, 0, 0, 4, + 1, 0, 7, 128, 6, 0, + 228, 160, 2, 0, 170, 128, + 1, 0, 228, 128, 2, 0, + 0, 3, 1, 0, 7, 128, + 1, 0, 228, 128, 7, 0, + 228, 160, 5, 0, 0, 3, + 3, 0, 7, 128, 0, 0, + 85, 128, 9, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 11, 128, 8, 0, 164, 160, + 0, 0, 0, 128, 3, 0, + 164, 128, 4, 0, 0, 4, + 0, 0, 7, 128, 10, 0, + 228, 160, 0, 0, 170, 128, + 0, 0, 244, 128, 1, 0, + 0, 2, 3, 0, 1, 128, + 13, 0, 0, 160, 4, 0, + 0, 4, 3, 0, 7, 128, + 15, 0, 228, 160, 3, 0, + 0, 128, 3, 0, 228, 144, + 1, 0, 0, 2, 4, 0, + 7, 128, 3, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 8, 128, 11, 0, 85, 160, + 38, 0, 0, 1, 0, 0, + 228, 240, 2, 0, 0, 3, + 1, 0, 8, 128, 0, 0, + 255, 128, 16, 0, 0, 160, + 5, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 11, 0, 0, 160, 46, 0, + 0, 2, 0, 0, 1, 176, + 1, 0, 255, 128, 8, 0, + 0, 4, 1, 0, 8, 128, + 0, 0, 228, 128, 19, 32, + 228, 161, 0, 0, 0, 176, + 11, 0, 0, 3, 1, 0, + 8, 128, 1, 0, 255, 128, + 11, 0, 85, 160, 5, 0, + 0, 4, 5, 0, 7, 128, + 1, 0, 255, 128, 17, 32, + 228, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 4, 0, + 7, 128, 5, 0, 228, 128, + 13, 0, 170, 160, 4, 0, + 228, 128, 2, 0, 0, 3, + 0, 0, 8, 128, 0, 0, + 255, 128, 11, 0, 170, 160, + 39, 0, 0, 0, 1, 0, + 0, 2, 3, 0, 7, 128, + 4, 0, 228, 128, 1, 0, + 0, 2, 0, 0, 8, 128, + 11, 0, 85, 160, 38, 0, + 0, 1, 1, 0, 228, 240, + 2, 0, 0, 3, 1, 0, + 8, 128, 0, 0, 255, 128, + 16, 0, 85, 160, 5, 0, + 0, 3, 1, 0, 8, 128, + 1, 0, 255, 128, 11, 0, + 0, 160, 46, 0, 0, 2, + 0, 0, 1, 176, 1, 0, + 255, 128, 2, 0, 0, 4, + 5, 0, 7, 128, 1, 0, + 228, 128, 18, 32, 228, 161, + 0, 0, 0, 176, 8, 0, + 0, 3, 1, 0, 8, 128, + 5, 0, 228, 128, 5, 0, + 228, 128, 7, 0, 0, 2, + 1, 0, 8, 128, 1, 0, + 255, 128, 5, 0, 0, 3, + 5, 0, 7, 128, 1, 0, + 255, 128, 5, 0, 228, 128, + 8, 0, 0, 3, 2, 0, + 8, 128, 0, 0, 228, 128, + 5, 0, 228, 129, 11, 0, + 0, 3, 2, 0, 8, 128, + 2, 0, 255, 128, 11, 0, + 85, 160, 5, 0, 0, 4, + 5, 0, 7, 128, 2, 0, + 255, 128, 17, 32, 228, 160, + 0, 0, 0, 176, 6, 0, + 0, 2, 1, 0, 8, 128, + 1, 0, 255, 128, 6, 0, + 0, 3, 2, 0, 8, 128, + 17, 32, 255, 160, 0, 0, + 0, 176, 4, 0, 0, 4, + 1, 0, 8, 128, 1, 0, + 255, 128, 2, 0, 255, 129, + 11, 0, 170, 160, 11, 0, + 0, 3, 1, 0, 8, 128, + 1, 0, 255, 128, 11, 0, + 85, 160, 5, 0, 0, 3, + 5, 0, 7, 128, 1, 0, + 255, 128, 5, 0, 228, 128, + 4, 0, 0, 4, 3, 0, + 7, 128, 5, 0, 228, 128, + 13, 0, 170, 160, 3, 0, + 228, 128, 2, 0, 0, 3, + 0, 0, 8, 128, 0, 0, + 255, 128, 11, 0, 170, 160, + 39, 0, 0, 0, 1, 0, + 0, 2, 4, 0, 7, 128, + 3, 0, 228, 128, 1, 0, + 0, 2, 0, 0, 8, 128, + 11, 0, 85, 160, 38, 0, + 0, 1, 2, 0, 228, 240, + 2, 0, 0, 3, 1, 0, + 8, 128, 0, 0, 255, 128, + 16, 0, 170, 160, 5, 0, + 0, 3, 1, 0, 8, 128, + 1, 0, 255, 128, 11, 0, + 0, 160, 46, 0, 0, 2, + 0, 0, 1, 176, 1, 0, + 255, 128, 2, 0, 0, 4, + 5, 0, 7, 128, 1, 0, + 228, 128, 18, 32, 228, 161, + 0, 0, 0, 176, 8, 0, + 0, 3, 1, 0, 8, 128, + 5, 0, 228, 128, 5, 0, + 228, 128, 7, 0, 0, 2, + 1, 0, 8, 128, 1, 0, + 255, 128, 5, 0, 0, 3, + 5, 0, 7, 128, 1, 0, + 255, 128, 5, 0, 228, 128, + 8, 0, 0, 3, 2, 0, + 8, 128, 0, 0, 228, 128, + 5, 0, 228, 129, 8, 0, + 0, 4, 3, 0, 8, 128, + 5, 0, 228, 128, 19, 32, + 228, 160, 0, 0, 0, 176, + 11, 0, 0, 3, 2, 0, + 8, 128, 2, 0, 255, 128, + 11, 0, 85, 160, 2, 0, + 0, 4, 3, 0, 8, 128, + 3, 0, 255, 128, 18, 32, + 255, 160, 0, 0, 0, 176, + 1, 0, 0, 2, 5, 0, + 4, 128, 11, 0, 170, 160, + 2, 0, 0, 4, 5, 0, + 1, 128, 5, 0, 170, 128, + 18, 32, 255, 160, 0, 0, + 0, 176, 6, 0, 0, 2, + 5, 0, 1, 128, 5, 0, + 0, 128, 5, 0, 0, 3, + 3, 0, 8, 128, 3, 0, + 255, 128, 5, 0, 0, 128, + 12, 0, 0, 3, 5, 0, + 1, 128, 3, 0, 255, 128, + 11, 0, 85, 160, 4, 0, + 0, 4, 2, 0, 8, 128, + 5, 0, 0, 128, 2, 0, + 255, 129, 2, 0, 255, 128, + 11, 0, 0, 4, 3, 0, + 8, 128, 3, 0, 255, 128, + 19, 32, 255, 160, 0, 0, + 0, 176, 5, 0, 0, 3, + 2, 0, 8, 128, 2, 0, + 255, 128, 3, 0, 255, 128, + 5, 0, 0, 4, 5, 0, + 7, 128, 2, 0, 255, 128, + 17, 32, 228, 160, 0, 0, + 0, 176, 6, 0, 0, 2, + 1, 0, 8, 128, 1, 0, + 255, 128, 6, 0, 0, 3, + 2, 0, 8, 128, 17, 32, + 255, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 1, 0, + 8, 128, 1, 0, 255, 128, + 2, 0, 255, 129, 11, 0, + 170, 160, 11, 0, 0, 3, + 1, 0, 8, 128, 1, 0, + 255, 128, 11, 0, 85, 160, + 5, 0, 0, 3, 5, 0, + 7, 128, 1, 0, 255, 128, + 5, 0, 228, 128, 4, 0, + 0, 4, 4, 0, 7, 128, + 5, 0, 228, 128, 13, 0, + 170, 160, 4, 0, 228, 128, + 2, 0, 0, 3, 0, 0, + 8, 128, 0, 0, 255, 128, + 11, 0, 170, 160, 39, 0, + 0, 0, 1, 0, 0, 2, + 4, 0, 8, 128, 3, 0, + 255, 144, 11, 0, 0, 3, + 0, 0, 15, 128, 4, 0, + 228, 128, 11, 0, 85, 160, + 10, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 128, + 11, 0, 170, 160, 5, 0, + 0, 3, 0, 0, 15, 208, + 0, 0, 228, 128, 12, 0, + 228, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 2, 0, + 85, 128, 1, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 15, 128, 0, 0, 228, 160, + 2, 0, 0, 128, 0, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 15, 128, 2, 0, + 228, 160, 2, 0, 170, 128, + 0, 0, 228, 128, 2, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 228, 128, 3, 0, + 228, 160, 1, 0, 0, 2, + 0, 0, 15, 192, 0, 0, + 228, 128, 2, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 255, 128, 14, 0, 85, 161, + 5, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 170, 160, 11, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 0, 128, 14, 0, + 255, 160, 10, 0, 0, 3, + 0, 0, 4, 224, 0, 0, + 0, 128, 11, 0, 170, 160, + 1, 0, 0, 2, 0, 0, + 3, 224, 2, 0, 228, 144, + 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/skin_amb_VS.h b/src/d3d/shaders/skin_amb_VS.h new file mode 100644 index 0000000..e0a5548 --- /dev/null +++ b/src/d3d/shaders/skin_amb_VS.h @@ -0,0 +1,253 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /Fh skin_amb_VS.h skin_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x3 boneMatrices[64]; +// float4x4 combinedMat; +// float4 fogData; +// float4 matCol; +// float4 surfProps; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// combinedMat c0 4 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// boneMatrices c41 192 +// + + vs_2_0 + def c4, 3, 0, 1, 0 + dcl_position v0 + dcl_texcoord v1 + dcl_color v2 + dcl_blendweight v3 + dcl_blendindices v4 + mov r0.xyz, c15 + mad r0.xyz, r0, c13.x, v2 + mov r0.w, v2.w + max r0, r0, c4.y + min r0, r0, c4.z + mul oD0, r0, c12 + mul r0, v4, c4.x + mova a0.x, r0.y + dp4 r1.x, v0, c41[a0.x] + dp4 r1.y, v0, c42[a0.x] + dp4 r1.z, v0, c43[a0.x] + mul r1.xyz, r1, v3.y + mova a0.x, r0.x + dp4 r2.x, v0, c41[a0.x] + dp4 r2.y, v0, c42[a0.x] + dp4 r2.z, v0, c43[a0.x] + mad r1.xyz, r2, v3.x, r1 + mova a0.xy, r0.zwzw + dp4 r0.x, v0, c41[a0.x] + dp4 r0.y, v0, c42[a0.x] + dp4 r0.z, v0, c43[a0.x] + mad r0.xyz, r0, v3.z, r1 + dp4 r1.x, v0, c41[a0.y] + dp4 r1.y, v0, c42[a0.y] + dp4 r1.z, v0, c43[a0.y] + mad r0.xyz, r1, v3.w, r0 + mul r1, r0.y, c1 + mad r1, c0, r0.x, r1 + mad r0, c2, r0.z, r1 + add r0, r0, c3 + add r1.x, r0.w, -c14.y + mov oPos, r0 + mul r0.x, r1.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.z + mov oT0.xy, v1 + +// approximately 36 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 82, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 16, 1, + 0, 0, 0, 2, 254, 255, + 6, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 9, 1, 0, 0, 148, 0, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 164, 0, + 0, 0, 0, 0, 0, 0, + 180, 0, 0, 0, 2, 0, + 41, 0, 192, 0, 166, 0, + 196, 0, 0, 0, 0, 0, + 0, 0, 212, 0, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 224, 0, 0, 0, + 0, 0, 0, 0, 240, 0, + 0, 0, 2, 0, 14, 0, + 1, 0, 58, 0, 164, 0, + 0, 0, 0, 0, 0, 0, + 248, 0, 0, 0, 2, 0, + 12, 0, 1, 0, 50, 0, + 164, 0, 0, 0, 0, 0, + 0, 0, 255, 0, 0, 0, + 2, 0, 13, 0, 1, 0, + 54, 0, 164, 0, 0, 0, + 0, 0, 0, 0, 97, 109, + 98, 105, 101, 110, 116, 76, + 105, 103, 104, 116, 0, 171, + 171, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 98, 111, 110, 101, 77, 97, + 116, 114, 105, 99, 101, 115, + 0, 171, 171, 171, 3, 0, + 3, 0, 4, 0, 3, 0, + 64, 0, 0, 0, 0, 0, + 0, 0, 99, 111, 109, 98, + 105, 110, 101, 100, 77, 97, + 116, 0, 3, 0, 3, 0, + 4, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 68, 97, 116, + 97, 0, 109, 97, 116, 67, + 111, 108, 0, 115, 117, 114, + 102, 80, 114, 111, 112, 115, + 0, 118, 115, 95, 50, 95, + 48, 0, 77, 105, 99, 114, + 111, 115, 111, 102, 116, 32, + 40, 82, 41, 32, 72, 76, + 83, 76, 32, 83, 104, 97, + 100, 101, 114, 32, 67, 111, + 109, 112, 105, 108, 101, 114, + 32, 57, 46, 50, 57, 46, + 57, 53, 50, 46, 51, 49, + 49, 49, 0, 171, 171, 171, + 81, 0, 0, 5, 4, 0, + 15, 160, 0, 0, 64, 64, + 0, 0, 0, 0, 0, 0, + 128, 63, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 15, 144, + 31, 0, 0, 2, 5, 0, + 0, 128, 1, 0, 15, 144, + 31, 0, 0, 2, 10, 0, + 0, 128, 2, 0, 15, 144, + 31, 0, 0, 2, 1, 0, + 0, 128, 3, 0, 15, 144, + 31, 0, 0, 2, 2, 0, + 0, 128, 4, 0, 15, 144, + 1, 0, 0, 2, 0, 0, + 7, 128, 15, 0, 228, 160, + 4, 0, 0, 4, 0, 0, + 7, 128, 0, 0, 228, 128, + 13, 0, 0, 160, 2, 0, + 228, 144, 1, 0, 0, 2, + 0, 0, 8, 128, 2, 0, + 255, 144, 11, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 128, 4, 0, 85, 160, + 10, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 128, + 4, 0, 170, 160, 5, 0, + 0, 3, 0, 0, 15, 208, + 0, 0, 228, 128, 12, 0, + 228, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 4, 0, + 228, 144, 4, 0, 0, 160, + 46, 0, 0, 2, 0, 0, + 1, 176, 0, 0, 85, 128, + 9, 0, 0, 4, 1, 0, + 1, 128, 0, 0, 228, 144, + 41, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 1, 0, 2, 128, 0, 0, + 228, 144, 42, 32, 228, 160, + 0, 0, 0, 176, 9, 0, + 0, 4, 1, 0, 4, 128, + 0, 0, 228, 144, 43, 32, + 228, 160, 0, 0, 0, 176, + 5, 0, 0, 3, 1, 0, + 7, 128, 1, 0, 228, 128, + 3, 0, 85, 144, 46, 0, + 0, 2, 0, 0, 1, 176, + 0, 0, 0, 128, 9, 0, + 0, 4, 2, 0, 1, 128, + 0, 0, 228, 144, 41, 32, + 228, 160, 0, 0, 0, 176, + 9, 0, 0, 4, 2, 0, + 2, 128, 0, 0, 228, 144, + 42, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 2, 0, 4, 128, 0, 0, + 228, 144, 43, 32, 228, 160, + 0, 0, 0, 176, 4, 0, + 0, 4, 1, 0, 7, 128, + 2, 0, 228, 128, 3, 0, + 0, 144, 1, 0, 228, 128, + 46, 0, 0, 2, 0, 0, + 3, 176, 0, 0, 238, 128, + 9, 0, 0, 4, 0, 0, + 1, 128, 0, 0, 228, 144, + 41, 32, 228, 160, 0, 0, + 0, 176, 9, 0, 0, 4, + 0, 0, 2, 128, 0, 0, + 228, 144, 42, 32, 228, 160, + 0, 0, 0, 176, 9, 0, + 0, 4, 0, 0, 4, 128, + 0, 0, 228, 144, 43, 32, + 228, 160, 0, 0, 0, 176, + 4, 0, 0, 4, 0, 0, + 7, 128, 0, 0, 228, 128, + 3, 0, 170, 144, 1, 0, + 228, 128, 9, 0, 0, 4, + 1, 0, 1, 128, 0, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 85, 176, 9, 0, + 0, 4, 1, 0, 2, 128, + 0, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 85, 176, + 9, 0, 0, 4, 1, 0, + 4, 128, 0, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 85, 176, 4, 0, 0, 4, + 0, 0, 7, 128, 1, 0, + 228, 128, 3, 0, 255, 144, + 0, 0, 228, 128, 5, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 85, 128, 1, 0, + 228, 160, 4, 0, 0, 4, + 1, 0, 15, 128, 0, 0, + 228, 160, 0, 0, 0, 128, + 1, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 2, 0, 228, 160, 0, 0, + 170, 128, 1, 0, 228, 128, + 2, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 128, + 3, 0, 228, 160, 2, 0, + 0, 3, 1, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 1, 0, 0, 2, + 0, 0, 15, 192, 0, 0, + 228, 128, 5, 0, 0, 3, + 0, 0, 1, 128, 1, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 4, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 1, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/skin_amb_dir_VS.h b/src/d3d/shaders/skin_amb_dir_VS.h new file mode 100644 index 0000000..7949749 --- /dev/null +++ b/src/d3d/shaders/skin_amb_dir_VS.h @@ -0,0 +1,503 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 +// +// fxc /nologo /T vs_2_0 /DDIRECTIONALS /Fh skin_amb_dir_VS.h skin_VS.hlsl +// +// +// Parameters: +// +// float4 ambientLight; +// float4x3 boneMatrices[64]; +// float4x4 combinedMat; +// int4 firstLight; +// float4 fogData; +// +// struct +// { +// float4 color; +// float4 position; +// float4 direction; +// +// } lights[8]; +// +// float4 matCol; +// float3x3 normalMat; +// int numDirLights; +// float4 surfProps; +// +// +// Registers: +// +// Name Reg Size +// ------------ ----- ---- +// numDirLights i0 1 +// combinedMat c0 4 +// normalMat c8 3 +// matCol c12 1 +// surfProps c13 1 +// fogData c14 1 +// ambientLight c15 1 +// firstLight c16 1 +// lights c17 24 +// boneMatrices c41 192 +// + + vs_2_0 + def c4, 3, 0, 1, 0 + dcl_position v0 + dcl_normal v1 + dcl_texcoord v2 + dcl_color v3 + dcl_blendweight v4 + dcl_blendindices v5 + mul r0, v5, c4.x + mova a0.w, r0.x + dp3 r1.z, v1, c43[a0.w] + mova a0.w, r0.x + dp3 r1.x, v1, c41[a0.w] + mova a0.w, r0.x + dp3 r1.y, v1, c42[a0.w] + mova a0.w, r0.y + dp3 r2.z, v1, c43[a0.w] + mova a0.w, r0.y + dp3 r2.x, v1, c41[a0.w] + mova a0.w, r0.y + dp3 r2.y, v1, c42[a0.w] + mul r2.xyz, r2, v4.y + mad r1.xyz, r1, v4.x, r2 + mova a0.w, r0.z + dp3 r2.z, v1, c43[a0.w] + mova a0.w, r0.z + dp3 r2.x, v1, c41[a0.w] + mova a0.w, r0.z + dp3 r2.y, v1, c42[a0.w] + mad r1.xyz, r2, v4.z, r1 + mova a0.w, r0.w + dp3 r2.z, v1, c43[a0.w] + mova a0.w, r0.w + dp3 r2.x, v1, c41[a0.w] + mova a0.w, r0.w + dp3 r2.y, v1, c42[a0.w] + mad r1.xyz, r2, v4.w, r1 + mul r2.xyz, r1.y, c9 + mad r1.xyw, c8.xyzz, r1.x, r2.xyzz + mad r1.xyz, c10, r1.z, r1.xyww + mov r2.x, c13.x + mad r2.xyz, c15, r2.x, v3 + mov r3.xyz, r2 + mov r1.w, c4.y + rep i0 + add r2.w, r1.w, c16.x + mul r2.w, r2.w, c4.x + mova a0.w, r2.w + dp3 r4.x, r1, -c19[a0.w] + max r4.x, r4.x, c4.y + mova a0.w, r2.w + mul r4.xyz, r4.x, c17[a0.w] + mad r3.xyz, r4, c13.z, r3 + add r1.w, r1.w, c4.z + endrep + mov r3.w, v3.w + max r1, r3, c4.y + min r1, r1, c4.z + mul oD0, r1, c12 + mova a0.w, r0.y + dp4 r1.x, v0, c41[a0.w] + mova a0.w, r0.y + dp4 r1.y, v0, c42[a0.w] + mova a0.w, r0.y + dp4 r1.z, v0, c43[a0.w] + mul r1.xyz, r1, v4.y + mova a0.w, r0.x + dp4 r2.x, v0, c41[a0.w] + mova a0.w, r0.x + dp4 r2.y, v0, c42[a0.w] + mova a0.w, r0.x + dp4 r2.z, v0, c43[a0.w] + mad r1.xyz, r2, v4.x, r1 + mova a0.w, r0.z + dp4 r2.x, v0, c41[a0.w] + mova a0.w, r0.z + dp4 r2.y, v0, c42[a0.w] + mova a0.w, r0.z + dp4 r2.z, v0, c43[a0.w] + mad r0.xyz, r2, v4.z, r1 + mova a0.w, r0.w + dp4 r1.x, v0, c41[a0.w] + mova a0.w, r0.w + dp4 r1.y, v0, c42[a0.w] + mova a0.w, r0.w + dp4 r1.z, v0, c43[a0.w] + mad r0.xyz, r1, v4.w, r0 + mul r1, r0.y, c1 + mad r1, c0, r0.x, r1 + mad r0, c2, r0.z, r1 + add r0, r0, c3 + mov oPos, r0 + add r0.x, r0.w, -c14.y + mul r0.x, r0.x, c14.z + max r0.x, r0.x, c14.w + min oT0.z, r0.x, c4.z + mov oT0.xy, v2 + +// approximately 92 instruction slots used +#endif + +const BYTE g_vs20_main[] = +{ + 0, 2, 254, 255, 254, 255, + 147, 0, 67, 84, 65, 66, + 28, 0, 0, 0, 21, 2, + 0, 0, 0, 2, 254, 255, + 10, 0, 0, 0, 28, 0, + 0, 0, 0, 1, 0, 0, + 14, 2, 0, 0, 228, 0, + 0, 0, 2, 0, 15, 0, + 1, 0, 62, 0, 244, 0, + 0, 0, 0, 0, 0, 0, + 4, 1, 0, 0, 2, 0, + 41, 0, 192, 0, 166, 0, + 20, 1, 0, 0, 0, 0, + 0, 0, 36, 1, 0, 0, + 2, 0, 0, 0, 4, 0, + 2, 0, 48, 1, 0, 0, + 0, 0, 0, 0, 64, 1, + 0, 0, 2, 0, 16, 0, + 1, 0, 66, 0, 76, 1, + 0, 0, 0, 0, 0, 0, + 92, 1, 0, 0, 2, 0, + 14, 0, 1, 0, 58, 0, + 244, 0, 0, 0, 0, 0, + 0, 0, 100, 1, 0, 0, + 2, 0, 17, 0, 24, 0, + 70, 0, 176, 1, 0, 0, + 0, 0, 0, 0, 192, 1, + 0, 0, 2, 0, 12, 0, + 1, 0, 50, 0, 244, 0, + 0, 0, 0, 0, 0, 0, + 199, 1, 0, 0, 2, 0, + 8, 0, 3, 0, 34, 0, + 212, 1, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 1, 0, 0, 0, 1, 0, + 2, 0, 244, 1, 0, 0, + 0, 0, 0, 0, 4, 2, + 0, 0, 2, 0, 13, 0, + 1, 0, 54, 0, 244, 0, + 0, 0, 0, 0, 0, 0, + 97, 109, 98, 105, 101, 110, + 116, 76, 105, 103, 104, 116, + 0, 171, 171, 171, 1, 0, + 3, 0, 1, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 98, 111, 110, 101, + 77, 97, 116, 114, 105, 99, + 101, 115, 0, 171, 171, 171, + 3, 0, 3, 0, 4, 0, + 3, 0, 64, 0, 0, 0, + 0, 0, 0, 0, 99, 111, + 109, 98, 105, 110, 101, 100, + 77, 97, 116, 0, 3, 0, + 3, 0, 4, 0, 4, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 102, 105, 114, 115, + 116, 76, 105, 103, 104, 116, + 0, 171, 1, 0, 2, 0, + 1, 0, 4, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 102, 111, 103, 68, 97, 116, + 97, 0, 108, 105, 103, 104, + 116, 115, 0, 99, 111, 108, + 111, 114, 0, 171, 171, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 112, 111, + 115, 105, 116, 105, 111, 110, + 0, 100, 105, 114, 101, 99, + 116, 105, 111, 110, 0, 171, + 107, 1, 0, 0, 116, 1, + 0, 0, 132, 1, 0, 0, + 116, 1, 0, 0, 141, 1, + 0, 0, 116, 1, 0, 0, + 5, 0, 0, 0, 1, 0, + 12, 0, 8, 0, 3, 0, + 152, 1, 0, 0, 109, 97, + 116, 67, 111, 108, 0, 110, + 111, 114, 109, 97, 108, 77, + 97, 116, 0, 171, 171, 171, + 3, 0, 3, 0, 3, 0, + 3, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 110, 117, + 109, 68, 105, 114, 76, 105, + 103, 104, 116, 115, 0, 171, + 171, 171, 0, 0, 2, 0, + 1, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 115, 117, 114, 102, 80, 114, + 111, 112, 115, 0, 118, 115, + 95, 50, 95, 48, 0, 77, + 105, 99, 114, 111, 115, 111, + 102, 116, 32, 40, 82, 41, + 32, 72, 76, 83, 76, 32, + 83, 104, 97, 100, 101, 114, + 32, 67, 111, 109, 112, 105, + 108, 101, 114, 32, 57, 46, + 50, 57, 46, 57, 53, 50, + 46, 51, 49, 49, 49, 0, + 171, 171, 81, 0, 0, 5, + 4, 0, 15, 160, 0, 0, + 64, 64, 0, 0, 0, 0, + 0, 0, 128, 63, 0, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 15, 144, 31, 0, 0, 2, + 3, 0, 0, 128, 1, 0, + 15, 144, 31, 0, 0, 2, + 5, 0, 0, 128, 2, 0, + 15, 144, 31, 0, 0, 2, + 10, 0, 0, 128, 3, 0, + 15, 144, 31, 0, 0, 2, + 1, 0, 0, 128, 4, 0, + 15, 144, 31, 0, 0, 2, + 2, 0, 0, 128, 5, 0, + 15, 144, 5, 0, 0, 3, + 0, 0, 15, 128, 5, 0, + 228, 144, 4, 0, 0, 160, + 46, 0, 0, 2, 0, 0, + 8, 176, 0, 0, 0, 128, + 8, 0, 0, 4, 1, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 255, 176, 46, 0, 0, 2, + 0, 0, 8, 176, 0, 0, + 0, 128, 8, 0, 0, 4, + 1, 0, 1, 128, 1, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 255, 176, 46, 0, + 0, 2, 0, 0, 8, 176, + 0, 0, 0, 128, 8, 0, + 0, 4, 1, 0, 2, 128, + 1, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 255, 176, + 46, 0, 0, 2, 0, 0, + 8, 176, 0, 0, 85, 128, + 8, 0, 0, 4, 2, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 255, 176, 46, 0, 0, 2, + 0, 0, 8, 176, 0, 0, + 85, 128, 8, 0, 0, 4, + 2, 0, 1, 128, 1, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 255, 176, 46, 0, + 0, 2, 0, 0, 8, 176, + 0, 0, 85, 128, 8, 0, + 0, 4, 2, 0, 2, 128, + 1, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 255, 176, + 5, 0, 0, 3, 2, 0, + 7, 128, 2, 0, 228, 128, + 4, 0, 85, 144, 4, 0, + 0, 4, 1, 0, 7, 128, + 1, 0, 228, 128, 4, 0, + 0, 144, 2, 0, 228, 128, + 46, 0, 0, 2, 0, 0, + 8, 176, 0, 0, 170, 128, + 8, 0, 0, 4, 2, 0, + 4, 128, 1, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 255, 176, 46, 0, 0, 2, + 0, 0, 8, 176, 0, 0, + 170, 128, 8, 0, 0, 4, + 2, 0, 1, 128, 1, 0, + 228, 144, 41, 32, 228, 160, + 0, 0, 255, 176, 46, 0, + 0, 2, 0, 0, 8, 176, + 0, 0, 170, 128, 8, 0, + 0, 4, 2, 0, 2, 128, + 1, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 255, 176, + 4, 0, 0, 4, 1, 0, + 7, 128, 2, 0, 228, 128, + 4, 0, 170, 144, 1, 0, + 228, 128, 46, 0, 0, 2, + 0, 0, 8, 176, 0, 0, + 255, 128, 8, 0, 0, 4, + 2, 0, 4, 128, 1, 0, + 228, 144, 43, 32, 228, 160, + 0, 0, 255, 176, 46, 0, + 0, 2, 0, 0, 8, 176, + 0, 0, 255, 128, 8, 0, + 0, 4, 2, 0, 1, 128, + 1, 0, 228, 144, 41, 32, + 228, 160, 0, 0, 255, 176, + 46, 0, 0, 2, 0, 0, + 8, 176, 0, 0, 255, 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+ 0, 2, 0, 0, 8, 176, + 0, 0, 255, 128, 9, 0, + 0, 4, 1, 0, 2, 128, + 0, 0, 228, 144, 42, 32, + 228, 160, 0, 0, 255, 176, + 46, 0, 0, 2, 0, 0, + 8, 176, 0, 0, 255, 128, + 9, 0, 0, 4, 1, 0, + 4, 128, 0, 0, 228, 144, + 43, 32, 228, 160, 0, 0, + 255, 176, 4, 0, 0, 4, + 0, 0, 7, 128, 1, 0, + 228, 128, 4, 0, 255, 144, + 0, 0, 228, 128, 5, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 85, 128, 1, 0, + 228, 160, 4, 0, 0, 4, + 1, 0, 15, 128, 0, 0, + 228, 160, 0, 0, 0, 128, + 1, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 15, 128, + 2, 0, 228, 160, 0, 0, + 170, 128, 1, 0, 228, 128, + 2, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 128, + 3, 0, 228, 160, 1, 0, + 0, 2, 0, 0, 15, 192, + 0, 0, 228, 128, 2, 0, + 0, 3, 0, 0, 1, 128, + 0, 0, 255, 128, 14, 0, + 85, 161, 5, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 0, 128, 14, 0, 170, 160, + 11, 0, 0, 3, 0, 0, + 1, 128, 0, 0, 0, 128, + 14, 0, 255, 160, 10, 0, + 0, 3, 0, 0, 4, 224, + 0, 0, 0, 128, 4, 0, + 170, 160, 1, 0, 0, 2, + 0, 0, 3, 224, 2, 0, + 228, 144, 255, 255, 0, 0 +}; diff --git a/src/d3d/shaders/standardConstants.h b/src/d3d/shaders/standardConstants.h new file mode 100644 index 0000000..088df7d --- /dev/null +++ b/src/d3d/shaders/standardConstants.h @@ -0,0 +1,28 @@ +float4x4 combinedMat : register(c0); +float4x4 worldMat : register(c4); +float3x3 normalMat : register(c8); +float4 matCol : register(c12); +float4 surfProps : register(c13); +float4 fogData : register(c14); +float4 ambientLight : register(c15); + +#define surfAmbient (surfProps.x) +#define surfSpecular (surfProps.y) +#define surfDiffuse (surfProps.z) + +#define fogStart (fogData.x) +#define fogEnd (fogData.y) +#define fogRange (fogData.z) +#define fogDisable (fogData.w) + +#include "lighting.h" + +int numDirLights : register(i0); +int numPointLights : register(i1); +int numSpotLights : register(i2); +int4 firstLight : register(c16); +Light lights[8] : register(c17); + +#define firstDirLight (firstLight.x) +#define firstPointLight (firstLight.y) +#define firstSpotLight (firstLight.z) diff --git a/src/d3d/xbox.cpp b/src/d3d/xbox.cpp new file mode 100644 index 0000000..62fab0c --- /dev/null +++ b/src/d3d/xbox.cpp @@ -0,0 +1,1005 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwxbox.h" + +#include "rwxboximpl.h" + +#define PLUGIN_ID 2 + +namespace rw { +namespace xbox { + +static void* +driverOpen(void *o, int32, int32) +{ + engine->driver[PLATFORM_XBOX]->defaultPipeline = makeDefaultPipeline(); + + engine->driver[PLATFORM_XBOX]->rasterNativeOffset = nativeRasterOffset; + engine->driver[PLATFORM_XBOX]->rasterCreate = rasterCreate; + engine->driver[PLATFORM_XBOX]->rasterLock = rasterLock; + engine->driver[PLATFORM_XBOX]->rasterUnlock = rasterUnlock; + engine->driver[PLATFORM_XBOX]->rasterNumLevels = rasterNumLevels; + engine->driver[PLATFORM_XBOX]->rasterToImage = rasterToImage; + + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_XBOX, 0, PLATFORM_XBOX, + driverOpen, driverClose); + registerNativeRaster(); +} + +void* +destroyNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_XBOX) + return object; + InstanceDataHeader *header = + (InstanceDataHeader*)geometry->instData; + geometry->instData = nil; + rwFree(header->vertexBuffer); + rwFree(header->begin); + rwFree(header->data); + rwFree(header); + return object; +} + +Stream* +readNativeData(Stream *stream, int32, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + uint32 vers; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, &vers)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_XBOX){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + if(vers < 0x35000){ + RWERROR((ERR_VERSION, vers)); + return nil; + } + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geometry->instData = header; + header->platform = PLATFORM_XBOX; + + int32 size = stream->readI32(); + // The 0x18 byte are the resentryheader. + // We don't have it but it's used for alignment. + header->data = rwNewT(uint8, size + 0x18, MEMDUR_EVENT | ID_GEOMETRY); + uint8 *p = header->data+0x18+4; + stream->read8(p, size-4); + + header->size = size; + header->serialNumber = *(uint16*)p; p += 2; + header->numMeshes = *(uint16*)p; p += 2; + header->primType = *(uint32*)p; p += 4; + header->numVertices = *(uint32*)p; p += 4; + header->stride = *(uint32*)p; p += 4; + // RxXboxVertexFormat in 3.3 here + p += 4; // skip vertexBuffer pointer + header->vertexAlpha = *(bool32*)p; p += 4; + p += 8; // skip begin, end pointers + + InstanceData *inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + header->begin = inst; + for(int i = 0; i < header->numMeshes; i++){ + inst->minVert = *(uint32*)p; p += 4; + inst->numVertices = *(int32*)p; p += 4; + inst->numIndices = *(int32*)p; p += 4; + inst->indexBuffer = header->data + *(uint32*)p; p += 4; + p += 8; // skip material and vertexShader + inst->vertexShader = 0; + // pixelShader in 3.3 here + inst++; + } + header->end = inst; + + header->vertexBuffer = rwNewT(uint8, header->stride*header->numVertices, MEMDUR_EVENT | ID_GEOMETRY); + stream->read8(header->vertexBuffer, header->stride*header->numVertices); + return stream; +} + +Stream* +writeNativeData(Stream *stream, int32 len, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + writeChunkHeader(stream, ID_STRUCT, len-12); + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_XBOX) + return stream; + stream->writeU32(PLATFORM_XBOX); + assert(rw::version >= 0x35000 && "can't write native Xbox data < 0x35000"); + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + + // we just fill header->data and write that + uint8 *p = header->data+0x18; + *(int32*)p = header->size; p += 4; + *(uint16*)p = header->serialNumber; p += 2; + *(uint16*)p = header->numMeshes; p += 2; + *(uint32*)p = header->primType; p += 4; + *(uint32*)p = header->numVertices; p += 4; + *(uint32*)p = header->stride; p += 4; + // RxXboxVertexFormat in 3.3 here + p += 4; // skip vertexBuffer pointer + *(bool32*)p = header->vertexAlpha; p += 4; + p += 8; // skip begin, end pointers + + InstanceData *inst = header->begin; + for(int i = 0; i < header->numMeshes; i++){ + *(uint32*)p = inst->minVert; p += 4; + *(int32*)p = inst->numVertices; p += 4; + *(int32*)p = inst->numIndices; p += 4; + *(uint32*)p = (uint8*)inst->indexBuffer - header->data; p += 4; + p += 8; // skip material and vertexShader + // pixelShader in 3.3 here + inst++; + } + + stream->write8(header->data+0x18, header->size); + stream->write8(header->vertexBuffer, header->stride*header->numVertices); + return stream; +} + +int32 +getSizeNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_XBOX) + return 0; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + return 12 + 4 + header->size + header->stride*header->numVertices; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + +enum { + D3DPT_TRIANGLELIST = 5, + D3DPT_TRIANGLESTRIP = 6 +}; + +static void +instance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // TODO: allow for REINSTANCE (or not, xbox can't render) + if(geo->instData) + return; + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + MeshHeader *meshh = geo->meshHeader; + geo->instData = header; + header->platform = PLATFORM_XBOX; + + header->size = 0x24 + meshh->numMeshes*0x18 + 0x10; + Mesh *mesh = meshh->getMeshes(); + for(uint32 i = 0; i < meshh->numMeshes; i++) + header->size += (mesh++->numIndices*2 + 0xF) & ~0xF; + // The 0x18 byte are the resentryheader. + // We don't have it but it's used for alignment. + header->data = rwNewT(uint8, header->size + 0x18, MEMDUR_EVENT | ID_GEOMETRY); + header->serialNumber = meshh->serialNum; + header->numMeshes = meshh->numMeshes; + header->primType = meshh->flags == MeshHeader::TRISTRIP ? + D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST; + header->numVertices = geo->numVertices; + header->vertexAlpha = 0; + // set by the instanceCB + header->stride = 0; + header->vertexBuffer = nil; + + InstanceData *inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + header->begin = inst; + mesh = meshh->getMeshes(); + uint8 *indexbuf = (uint8*)header->data + ((0x18 + 0x24 + header->numMeshes*0x18 + 0xF)&~0xF); + for(uint32 i = 0; i < header->numMeshes; i++){ + findMinVertAndNumVertices(mesh->indices, mesh->numIndices, + &inst->minVert, &inst->numVertices); + inst->numIndices = mesh->numIndices; + inst->indexBuffer = indexbuf; + memcpy(inst->indexBuffer, mesh->indices, inst->numIndices*sizeof(uint16)); + indexbuf += (inst->numIndices*2 + 0xF) & ~0xF; + inst->material = mesh->material; + inst->vertexShader = 0; // TODO? + mesh++; + inst++; + } + header->end = inst; + + pipe->instanceCB(geo, header); +} + +static void +uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + if((geo->flags & Geometry::NATIVE) == 0) + return; + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_XBOX); + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + InstanceData *inst = header->begin; + Mesh *mesh = geo->meshHeader->getMeshes(); + // For some reason numIndices in mesh and instance data are not always equal + // And primitive isn't always correct either. Maybe some internal conversion... + geo->meshHeader->totalIndices = 0; + for(uint32 i = 0; i < header->numMeshes; i++){ + mesh[i].numIndices = inst[i].numIndices; + geo->meshHeader->totalIndices += mesh[i].numIndices; + } + geo->meshHeader->flags = header->primType == D3DPT_TRIANGLESTRIP ? + MeshHeader::TRISTRIP : 0; + + geo->numTriangles = geo->meshHeader->guessNumTriangles(); + geo->allocateData(); + geo->allocateMeshes(geo->meshHeader->numMeshes, geo->meshHeader->totalIndices, 0); + + mesh = geo->meshHeader->getMeshes(); + for(uint32 i = 0; i < header->numMeshes; i++){ + uint16 *indices = (uint16*)inst->indexBuffer; + memcpy(mesh->indices, indices, inst->numIndices*2); + mesh++; + inst++; + } + + pipe->uninstanceCB(geo, header); + geo->generateTriangles(); + geo->flags &= ~Geometry::NATIVE; + destroyNativeData(geo, 0, 0); +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_XBOX); + this->impl.instance = xbox::instance; + this->impl.uninstance = xbox::uninstance; + this->instanceCB = nil; + this->uninstanceCB = nil; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +int v3dFormatMap[] = { + -1, VERT_BYTE3, VERT_SHORT3, VERT_NORMSHORT3, VERT_COMPNORM, VERT_FLOAT3 +}; + +int v2dFormatMap[] = { + -1, VERT_BYTE2, VERT_SHORT2, VERT_NORMSHORT2, VERT_COMPNORM, VERT_FLOAT2 +}; + +void +defaultInstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + uint32 *vertexFmt = getVertexFmt(geo); + if(*vertexFmt == 0) + *vertexFmt = makeVertexFmt(geo->flags, geo->numTexCoordSets); + header->stride = getVertexFmtStride(*vertexFmt); + header->vertexBuffer = rwNewT(uint8, header->stride*header->numVertices, MEMDUR_EVENT | ID_GEOMETRY); + uint8 *dst = (uint8*)header->vertexBuffer; + + uint32 fmt = *vertexFmt; + uint32 sel = fmt & 0xF; + instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].vertices, + header->numVertices, header->stride); + dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel]; + + sel = (fmt >> 4) & 0xF; + if(sel){ + instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].normals, + header->numVertices, header->stride); + dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel]; + } + + if(fmt & 0x1000000){ + header->vertexAlpha = instColor(VERT_ARGB, dst, geo->colors, + header->numVertices, header->stride); + dst += 4; + } + + for(int i = 0; i < 4; i++){ + sel = (fmt >> (i*4 + 8)) & 0xF; + if(sel == 0) + break; + instTexCoords(v2dFormatMap[sel], dst, geo->texCoords[i], + header->numVertices, header->stride); + dst += sel == 4 ? 4 : 2*vertexFormatSizes[sel]; + } + + if(fmt & 0xE000000) + assert(0 && "can't instance tangents or whatever it is"); +} + +void +defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + uint32 *vertexFmt = getVertexFmt(geo); + uint32 fmt = *vertexFmt; + assert(fmt != 0); + uint8 *src = (uint8*)header->vertexBuffer; + + uint32 sel = fmt & 0xF; + uninstV3d(v3dFormatMap[sel], geo->morphTargets[0].vertices, src, + header->numVertices, header->stride); + src += sel == 4 ? 4 : 3*vertexFormatSizes[sel]; + + sel = (fmt >> 4) & 0xF; + if(sel){ + uninstV3d(v3dFormatMap[sel], geo->morphTargets[0].normals, src, + header->numVertices, header->stride); + src += sel == 4 ? 4 : 3*vertexFormatSizes[sel]; + } + + if(fmt & 0x1000000){ + uninstColor(VERT_ARGB, geo->colors, src, + header->numVertices, header->stride); + src += 4; + } + + for(int i = 0; i < 4; i++){ + sel = (fmt >> (i*4 + 8)) & 0xF; + if(sel == 0) + break; + uninstTexCoords(v2dFormatMap[sel], geo->texCoords[i], src, + header->numVertices, header->stride); + src += sel == 4 ? 4 : 2*vertexFormatSizes[sel]; + } +} + +ObjPipeline* +makeDefaultPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + return pipe; +} + +// Native Texture and Raster + +int32 nativeRasterOffset; + +static uint32 +calculateTextureSize(uint32 width, uint32 height, uint32 depth, uint32 format) +{ +#define D3DFMT_W11V11U10 65 + switch(format){ + default: + case D3DFMT_UNKNOWN: + return 0; + case D3DFMT_A8: + case D3DFMT_P8: + case D3DFMT_L8: + case D3DFMT_AL8: + case D3DFMT_LIN_A8: + case D3DFMT_LIN_AL8: + case D3DFMT_LIN_L8: + return width * height * depth; + case D3DFMT_R5G6B5: + case D3DFMT_R6G5B5: + case D3DFMT_X1R5G5B5: + case D3DFMT_A1R5G5B5: + case D3DFMT_A4R4G4B4: + case D3DFMT_R4G4B4A4: + case D3DFMT_R5G5B5A1: + case D3DFMT_R8B8: + case D3DFMT_G8B8: + case D3DFMT_A8L8: + case D3DFMT_L16: + //case D3DFMT_V8U8: + //case D3DFMT_L6V5U5: + case D3DFMT_D16_LOCKABLE: + //case D3DFMT_D16: + case D3DFMT_F16: + case D3DFMT_YUY2: + case D3DFMT_UYVY: + case D3DFMT_LIN_A1R5G5B5: + case D3DFMT_LIN_A4R4G4B4: + case D3DFMT_LIN_G8B8: + case D3DFMT_LIN_R4G4B4A4: + case D3DFMT_LIN_R5G5B5A1: + case D3DFMT_LIN_R5G6B5: + case D3DFMT_LIN_R6G5B5: + case D3DFMT_LIN_R8B8: + case D3DFMT_LIN_X1R5G5B5: + case D3DFMT_LIN_A8L8: + case D3DFMT_LIN_L16: + //case D3DFMT_LIN_V8U8: + //case D3DFMT_LIN_L6V5U5: + case D3DFMT_LIN_D16: + case D3DFMT_LIN_F16: + return width * 2 * height * depth; + case D3DFMT_A8R8G8B8: + case D3DFMT_X8R8G8B8: + case D3DFMT_A8B8G8R8: + case D3DFMT_B8G8R8A8: + case D3DFMT_R8G8B8A8: + //case D3DFMT_X8L8V8U8: + //case D3DFMT_Q8W8V8U8: + case D3DFMT_V16U16: + case D3DFMT_D24S8: + case D3DFMT_F24S8: + case D3DFMT_LIN_A8B8G8R8: + case D3DFMT_LIN_A8R8G8B8: + case D3DFMT_LIN_B8G8R8A8: + case D3DFMT_LIN_R8G8B8A8: + case D3DFMT_LIN_X8R8G8B8: + case D3DFMT_LIN_V16U16: + //case D3DFMT_LIN_X8L8V8U8: + //case D3DFMT_LIN_Q8W8V8U8: + case D3DFMT_LIN_D24S8: + case D3DFMT_LIN_F24S8: + return width * 4 * height * depth; + case D3DFMT_DXT1: + assert(depth <= 1); + return ((width + 3) >> 2) * ((height + 3) >> 2) * 8; + //case D3DFMT_DXT2: + case D3DFMT_DXT3: + //case D3DFMT_DXT4: + case D3DFMT_DXT5: + assert(depth <= 1); + return ((width + 3) >> 2) * ((height + 3) >> 2) * 16; + } +} + +static void* +createTexture(int32 width, int32 height, int32 numlevels, uint32 format) +{ + int32 w = width; + int32 h = height; + int32 size = 0; + for(int32 i = 0; i < numlevels; i++){ + size += calculateTextureSize(w, h, 1, format); + w /= 2; + if(w == 0) w = 1; + h /= 2; + if(h == 0) h = 1; + } + size = (size+3)&~3; + uint8 *data = (uint8*)rwNew(sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1)+size, + MEMDUR_EVENT | ID_DRIVER); + RasterLevels *levels = (RasterLevels*)data; + data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1); + levels->numlevels = numlevels; + levels->format = format; + w = width; + h = height; + for(int32 i = 0; i < numlevels; i++){ + levels->levels[i].width = w; + levels->levels[i].height = h; + levels->levels[i].data = data; + levels->levels[i].size = calculateTextureSize(w, h, 1, format); + data += levels->levels[i].size; + w /= 2; + if(w == 0) w = 1; + h /= 2; + if(h == 0) h = 1; + } + return levels; +} + +struct RasterFormatInfo +{ + uint32 d3dformat; + int32 depth; + bool32 hasAlpha; + uint32 rwFormat; +}; + +// indexed directly by RW format +static RasterFormatInfo formatInfoRW[16] = { + { 0, 0, 0, 0}, + { D3DFMT_A1R5G5B5, 16, 1, Raster::C1555 }, + { D3DFMT_R5G6B5, 16, 0, Raster::C565 }, + { D3DFMT_A4R4G4B4, 16, 1, Raster::C4444 }, + { D3DFMT_L8, 8, 0, Raster::LUM8 }, + { D3DFMT_A8R8G8B8, 32, 1, Raster::C8888 }, + { D3DFMT_X8R8G8B8, 32, 0, Raster::C888 }, + { D3DFMT_UNKNOWN, 16, 0, Raster::D16 }, + { D3DFMT_UNKNOWN, 32, 0, Raster::D24 }, + { D3DFMT_UNKNOWN, 32, 0, Raster::D32 }, + { D3DFMT_X1R5G5B5, 16, 0, Raster::C555 } +}; + +static void +rasterSetFormat(Raster *raster) +{ + assert(raster->format != 0); // no default yet + + XboxRaster *natras = GETXBOXRASTEREXT(raster); + if(raster->format & (Raster::PAL4 | Raster::PAL8)){ + natras->format = D3DFMT_P8; + raster->depth = 8; + }else{ + natras->format = formatInfoRW[(raster->format >> 8) & 0xF].d3dformat; + raster->depth = formatInfoRW[(raster->format >> 8) & 0xF].depth; + } + natras->bpp = raster->depth/8; + natras->hasAlpha = formatInfoRW[(raster->format >> 8) & 0xF].hasAlpha; + raster->stride = raster->width&natras->bpp; +} + +static Raster* +rasterCreateTexture(Raster *raster) +{ + XboxRaster *natras = GETXBOXRASTEREXT(raster); + int32 levels; + + if(natras->format == D3DFMT_P8) + natras->palette = (uint8*)rwNew(4*256, MEMDUR_EVENT | ID_DRIVER); + levels = Raster::calculateNumLevels(raster->width, raster->height); + assert(natras->texture == nil); + natras->texture = createTexture(raster->width, raster->height, + raster->format & Raster::MIPMAP ? levels : 1, + natras->format); + if(natras->texture == nil){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + return raster; +} + +Raster* +rasterCreate(Raster *raster) +{ + rasterSetFormat(raster); + + Raster *ret = raster; + + // Dummy to use as subraster + if(raster->width == 0 || raster->height == 0){ + raster->flags |= Raster::DONTALLOCATE; + raster->stride = 0; + goto ret; + } + if(raster->flags & Raster::DONTALLOCATE) + goto ret; + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + ret = rasterCreateTexture(raster); + break; + default: + RWERROR((ERR_INVRASTER)); + return nil; + } + +ret: + raster->originalWidth = raster->width; + raster->originalHeight = raster->height; + raster->originalStride = raster->stride; + raster->originalPixels = raster->pixels; + return ret; +} + +uint8* +rasterLock(Raster *raster, int32 level, int32 lockMode) +{ + XboxRaster *natras = GETXBOXRASTEREXT(raster); + + // check if already locked + if(raster->privateFlags & (Raster::PRIVATELOCK_READ|Raster::PRIVATELOCK_WRITE)) + return nil; + + RasterLevels *levels = (RasterLevels*)natras->texture; + raster->pixels = levels->levels[level].data; + raster->width = levels->levels[level].width; + raster->height = levels->levels[level].height; + raster->stride = raster->width*natras->bpp; + + if(lockMode & Raster::LOCKREAD) raster->privateFlags |= Raster::PRIVATELOCK_READ; + if(lockMode & Raster::LOCKWRITE) raster->privateFlags |= Raster::PRIVATELOCK_WRITE; + + return raster->pixels; +} + +void +rasterUnlock(Raster *raster, int32 level) +{ + raster->width = raster->originalWidth; + raster->height = raster->originalHeight; + raster->stride = raster->originalStride; + raster->pixels = raster->originalPixels; + + raster->privateFlags &= ~(Raster::PRIVATELOCK_READ|Raster::PRIVATELOCK_WRITE); +} + +int32 +rasterNumLevels(Raster *raster) +{ + XboxRaster *natras = GETXBOXRASTEREXT(raster); + RasterLevels *levels = (RasterLevels*)natras->texture; + return levels->numlevels; +} + +static void +unswizzle(uint8 *dst, uint8 *src, int32 w, int32 h, int32 bpp) +{ + uint32 maskU = 0; + uint32 maskV = 0; + int32 i = 1; + int32 j = 1; + int32 c; + do{ + c = 0; + if(i < w){ + maskU |= j; + j <<= 1; + c = j; + } + if(i < h){ + maskV |= j; + j <<= 1; + c = j; + } + i <<= 1; + }while(c); + int32 x, y, u, v; + v = 0; + for(y = 0; y < h; y++){ + u = 0; + for(x = 0; x < w; x++){ + memcpy(&dst[(y*w + x)*bpp], &src[(u|v)*bpp], bpp); + u = (u - maskU) & maskU; + } + v = (v - maskV) & maskV; + } +} + +Image* +rasterToImage(Raster *raster) +{ + int32 depth; + Image *image; + + bool unlock = false; + if(raster->pixels == nil){ + raster->lock(0, Raster::LOCKREAD); + unlock = true; + } + + XboxRaster *natras = GETXBOXRASTEREXT(raster); + if(natras->customFormat){ + int w = raster->width; + int h = raster->height; + // pixels are in the upper right corner + if(w < 4) w = 4; + if(h < 4) h = 4; + image = Image::create(w, h, 32); + image->allocate(); + uint8 *pix = raster->pixels; + switch(natras->format){ + case D3DFMT_DXT1: + image->setPixelsDXT(1, pix); + // TODO: is this correct? + if(!natras->hasAlpha) + image->removeMask(); + break; + case D3DFMT_DXT3: + image->setPixelsDXT(3, pix); + break; + case D3DFMT_DXT5: + image->setPixelsDXT(5, pix); + break; + default: + assert(0 && "unknown format"); + image->destroy(); + if(unlock) + raster->unlock(0); + return nil; + } + // fix it up again + image->width = raster->width; + image->height = raster->height; + + if(unlock) + raster->unlock(0); + return image; + } + + switch(raster->format & 0xF00){ + case Raster::C1555: + depth = 16; + break; + case Raster::C8888: + depth = 32; + break; + case Raster::C888: + depth = 24; + break; + case Raster::C555: + depth = 16; + break; + + default: + case Raster::C565: + case Raster::C4444: + case Raster::LUM8: + assert(0 && "unsupported raster format"); + } + int32 pallength = 0; + if((raster->format & Raster::PAL4) == Raster::PAL4){ + depth = 4; + pallength = 16; + }else if((raster->format & Raster::PAL8) == Raster::PAL8){ + depth = 8; + pallength = 256; + } + + image = Image::create(raster->width, raster->height, depth); + image->allocate(); + + if(pallength){ + uint8 *out = image->palette; + uint8 *in = (uint8*)natras->palette; + // bytes are BGRA unlike regular d3d! + for(int32 i = 0; i < pallength; i++){ + conv_BGRA8888_from_RGBA8888(out, in); + in += 4; + out += 4; + } + } + + uint8 *imgpixels = image->pixels; + uint8 *pixels = raster->pixels; + + // NB: + assert(image->bpp == (int)natras->bpp); + assert(image->stride == raster->stride); + unswizzle(imgpixels, pixels, image->width, image->height, image->bpp); + // Fix RGB order + uint8 tmp; + if(depth > 8) + for(int32 y = 0; y < image->height; y++){ + uint8 *imgrow = imgpixels; + // uint8 *rasrow = pixels; + for(int32 x = 0; x < image->width; x++){ + switch(raster->format & 0xF00){ + case Raster::C8888: + case Raster::C888: + tmp = imgrow[0]; + imgrow[0] = imgrow[2]; + imgrow[2] = tmp; + imgrow += image->bpp; + break; + } + } + imgpixels += image->stride; + // pixels += raster->stride; + } + image->compressPalette(); + + if(unlock) + raster->unlock(0); + + return image; +} + +int32 +getLevelSize(Raster *raster, int32 level) +{ + XboxRaster *ras = GETXBOXRASTEREXT(raster); + RasterLevels *levels = (RasterLevels*)ras->texture; + return levels->levels[level].size; +} + +static void* +createNativeRaster(void *object, int32 offset, int32) +{ + XboxRaster *raster = PLUGINOFFSET(XboxRaster, object, offset); + raster->texture = nil; + raster->palette = nil; + raster->format = 0; + raster->hasAlpha = 0; + raster->customFormat = 0; + raster->unknownFlag = 0; + return object; +} + +static void* +destroyNativeRaster(void *object, int32, int32) +{ + // TODO: + return object; +} + +static void* +copyNativeRaster(void *dst, void *, int32 offset, int32) +{ + XboxRaster *raster = PLUGINOFFSET(XboxRaster, dst, offset); + raster->texture = nil; + raster->palette = nil; + raster->format = 0; + raster->hasAlpha = 0; + raster->unknownFlag = 0; + return dst; +} + +void +registerNativeRaster(void) +{ + nativeRasterOffset = Raster::registerPlugin(sizeof(XboxRaster), + ID_RASTERXBOX, + createNativeRaster, + destroyNativeRaster, + copyNativeRaster); +} + +Texture* +readNativeTexture(Stream *stream) +{ + uint32 vers, platform; + if(!findChunk(stream, ID_STRUCT, nil, &vers)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_XBOX){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + if(vers < 0x34001){ + RWERROR((ERR_VERSION, vers)); + return nil; + } + Texture *tex = Texture::create(nil); + if(tex == nil) + return nil; + + + // Texture + tex->filterAddressing = stream->readU32(); + stream->read8(tex->name, 32); + stream->read8(tex->mask, 32); + +//if(strcmp(tex->name, "bluallu") == 0) +//__debugbreak(); + + // Raster + int32 format = stream->readI32(); + bool32 hasAlpha = stream->readI16(); + bool32 unknownFlag = stream->readI16(); + int32 width = stream->readU16(); + int32 height = stream->readU16(); + int32 depth = stream->readU8(); + int32 numLevels = stream->readU8(); + int32 type = stream->readU8(); + int32 compression = stream->readU8(); + int32 totalSize = stream->readI32(); + + // isn't this the cube map flag? + assert(unknownFlag == 0); + Raster *raster; + if(compression){ + raster = Raster::create(width, height, depth, format | type | Raster::DONTALLOCATE, PLATFORM_XBOX); + XboxRaster *ras = GETXBOXRASTEREXT(raster); + ras->format = compression; + ras->hasAlpha = hasAlpha; + ras->texture = createTexture(raster->width, raster->height, + raster->format & Raster::MIPMAP ? numLevels : 1, + ras->format); + ras->customFormat = 1; + raster->flags &= ~Raster::DONTALLOCATE; + }else + raster = Raster::create(width, height, depth, format | type, PLATFORM_XBOX); + XboxRaster *ras = GETXBOXRASTEREXT(raster); + tex->raster = raster; + + if(raster->format & Raster::PAL4) + stream->read8(ras->palette, 4*32); + else if(raster->format & Raster::PAL8) + stream->read8(ras->palette, 4*256); + + // exploit the fact that mipmaps are allocated consecutively + uint8 *data = raster->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + stream->read8(data, totalSize); + raster->unlock(0); + + return tex; +} + +void +writeNativeTexture(Texture *tex, Stream *stream) +{ + int32 chunksize = getSizeNativeTexture(tex); + writeChunkHeader(stream, ID_STRUCT, chunksize-12); + stream->writeU32(PLATFORM_XBOX); + + // Texture + stream->writeU32(tex->filterAddressing); + stream->write8(tex->name, 32); + stream->write8(tex->mask, 32); + + // Raster + Raster *raster = tex->raster; + XboxRaster *ras = GETXBOXRASTEREXT(raster); + int32 numLevels = raster->getNumLevels(); + stream->writeI32(raster->format); + stream->writeI16(ras->hasAlpha); + stream->writeI16(ras->unknownFlag); + stream->writeU16(raster->width); + stream->writeU16(raster->height); + stream->writeU8(raster->depth); + stream->writeU8(numLevels); + stream->writeU8(raster->type); + stream->writeU8(ras->format); + + int32 totalSize = 0; + for(int32 i = 0; i < numLevels; i++) + totalSize += getLevelSize(tex->raster, i); + totalSize = (totalSize+3)&~3; + stream->writeI32(totalSize); + + if(raster->format & Raster::PAL4) + stream->write8(ras->palette, 4*32); + else if(raster->format & Raster::PAL8) + stream->write8(ras->palette, 4*256); + + // exploit the fact that mipmaps are allocated consecutively + uint8 *data = raster->lock(0, Raster::LOCKREAD); + stream->write8(data, totalSize); + raster->unlock(0); +} + +uint32 +getSizeNativeTexture(Texture *tex) +{ + uint32 size = 12 + 72 + 16 + 4; + int32 levels = tex->raster->getNumLevels(); + for(int32 i = 0; i < levels; i++) + size += getLevelSize(tex->raster, i); + size = (size+3)&~3; + if(tex->raster->format & Raster::PAL4) + size += 4*32; + else if(tex->raster->format & Raster::PAL8) + size += 4*256; + return size; +} + +} +} diff --git a/src/d3d/xboxmatfx.cpp b/src/d3d/xboxmatfx.cpp new file mode 100644 index 0000000..a6b8718 --- /dev/null +++ b/src/d3d/xboxmatfx.cpp @@ -0,0 +1,53 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwxbox.h" + +namespace rw { +namespace xbox { + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_XBOX] = makeMatFXPipeline(); + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_XBOX])->destroy(); + matFXGlobals.pipelines[PLATFORM_XBOX] = nil; + return o; +} + +void +initMatFX(void) +{ + Driver::registerPlugin(PLATFORM_XBOX, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +} +} diff --git a/src/d3d/xboxskin.cpp b/src/d3d/xboxskin.cpp new file mode 100644 index 0000000..0ce5cba --- /dev/null +++ b/src/d3d/xboxskin.cpp @@ -0,0 +1,252 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwxbox.h" + +#define PLUGIN_ID ID_SKIN + +namespace rw { +namespace xbox { + +struct NativeSkin +{ + int32 table1[256]; // maps indices to bones + int32 table2[256]; // maps bones to indices + int32 numUsedBones; + void *vertexBuffer; + int32 stride; +}; + +Stream* +readNativeSkin(Stream *stream, int32, void *object, int32 offset) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + uint32 vers, platform; + if(!findChunk(stream, ID_STRUCT, nil, &vers)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_XBOX){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + if(vers < 0x35000){ + RWERROR((ERR_VERSION, vers)); + return nil; + } + + Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, geometry, offset) = skin; + + int32 numBones = stream->readI32(); + skin->init(numBones, 0, 0); + NativeSkin *natskin = rwNewT(NativeSkin, 1, MEMDUR_EVENT | ID_SKIN); + skin->platformData = natskin; + stream->read32(natskin->table1, 256*sizeof(int32)); + stream->read32(natskin->table2, 256*sizeof(int32)); + natskin->numUsedBones = stream->readI32(); + skin->numWeights = stream->readI32(); + stream->seek(4); // skip pointer to vertexBuffer + natskin->stride = stream->readI32(); + int32 size = geometry->numVertices*natskin->stride; + natskin->vertexBuffer = rwNewT(uint8, size, MEMDUR_EVENT | ID_SKIN); + stream->read8(natskin->vertexBuffer, size); + stream->read32(skin->inverseMatrices, skin->numBones*64); + + readSkinSplitData(stream, skin); + return stream; +} + +Stream* +writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + assert(skin->platformData); + assert(rw::version >= 0x35000 && "can't handle native xbox skin < 0x35000"); + NativeSkin *natskin = (NativeSkin*)skin->platformData; + + writeChunkHeader(stream, ID_STRUCT, len-12); + stream->writeU32(PLATFORM_XBOX); + stream->writeI32(skin->numBones); + stream->write32(natskin->table1, 256*sizeof(int32)); + stream->write32(natskin->table2, 256*sizeof(int32)); + stream->writeI32(natskin->numUsedBones); + stream->writeI32(skin->numWeights); + stream->writeU32(0xBADEAFFE); // pointer to vertexBuffer + stream->writeI32(natskin->stride); + stream->write8(natskin->vertexBuffer, + geometry->numVertices*natskin->stride); + stream->write32(skin->inverseMatrices, skin->numBones*64); + + writeSkinSplitData(stream, skin); + return stream; +} + +int32 +getSizeNativeSkin(void *object, int32 offset) +{ + Geometry *geometry = (Geometry*)object; + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + if(skin == nil) + return -1; + if(skin->platformData == nil) + return -1; + NativeSkin *natskin = (NativeSkin*)skin->platformData; + return 12 + 8 + 2*256*4 + 4*4 + + natskin->stride*geometry->numVertices + skin->numBones*64 + + skinSplitDataSize(skin); +} + +void +skinInstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + defaultInstanceCB(geo, header); + + Skin *skin = Skin::get(geo); + if(skin == nil) + return; + NativeSkin *natskin = rwNewT(NativeSkin, 1, MEMDUR_EVENT | ID_SKIN); + skin->platformData = natskin; + + natskin->numUsedBones = skin->numUsedBones; + memset(natskin->table1, 0xFF, sizeof(natskin->table1)); + memset(natskin->table2, 0x00, sizeof(natskin->table2)); + for(int32 i = 0; i < skin->numUsedBones; i++){ + natskin->table1[i] = skin->usedBones[i]; + natskin->table2[skin->usedBones[i]] = i; + } + + natskin->stride = 3*skin->numWeights; + uint8 *vbuf = rwNewT(uint8, header->numVertices*natskin->stride, MEMDUR_EVENT | ID_SKIN); + natskin->vertexBuffer = vbuf; + + int32 w[4]; + int sum; + float32 *weights = skin->weights; + uint8 *p = vbuf; + int32 numVertices = header->numVertices; + while(numVertices--){ + sum = 0; + for(int i = 1; i < skin->numWeights; i++){ + w[i] = (int32)(weights[i]*255.0f + 0.5f); + sum += w[i]; + } + w[0] = 255 - sum; + for(int i = 0; i < skin->numWeights; i++) + p[i] = w[i]; + p += natskin->stride; + weights += 4; + } + + numVertices = header->numVertices; + p = vbuf + skin->numWeights; + uint8 *indices = skin->indices; + uint16 *idx; + while(numVertices--){ + idx = (uint16*)p; + for(int i = 0; i < skin->numWeights; i++) + idx[i] = 3*natskin->table2[indices[i]]; + p += natskin->stride; + indices += 4; + } +} + +void +skinUninstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + defaultUninstanceCB(geo, header); + + Skin *skin = Skin::get(geo); + if(skin == nil) + return; + NativeSkin *natskin = (NativeSkin*)skin->platformData; + + uint8 *data = skin->data; + float *invMats = skin->inverseMatrices; + skin->init(skin->numBones, natskin->numUsedBones, geo->numVertices); + memcpy(skin->inverseMatrices, invMats, skin->numBones*64); + rwFree(data); + + for(int32 j = 0; j < skin->numUsedBones; j++) + skin->usedBones[j] = natskin->table1[j]; + + float *weights = skin->weights; + uint8 *indices = skin->indices; + uint8 *p = (uint8*)natskin->vertexBuffer; + int32 numVertices = header->numVertices; + float w[4]; + uint8 i[4]; + uint16 *ip; + while(numVertices--){ + w[0] = w[1] = w[2] = w[3] = 0.0f; + i[0] = i[1] = i[2] = i[3] = 0; + + for(int32 j = 0; j < skin->numWeights; j++) + w[j] = *p++/255.0f; + + ip = (uint16*)p; + for(int32 j = 0; j < skin->numWeights; j++){ + i[j] = natskin->table1[*ip++/3]; + if(w[j] == 0.0f) i[j] = 0; // clean up a bit + } + p = (uint8*)ip; + + for(int32 j = 0; j < 4; j++){ + *weights++ = w[j]; + *indices++ = i[j]; + } + } + + rwFree(natskin->vertexBuffer); + rwFree(natskin); +} + +static void* +skinOpen(void *o, int32, int32) +{ + skinGlobals.pipelines[PLATFORM_XBOX] = makeSkinPipeline(); + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_XBOX])->destroy(); + skinGlobals.pipelines[PLATFORM_XBOX] = nil; + return o; +} + +void +initSkin(void) +{ + Driver::registerPlugin(PLATFORM_XBOX, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = skinUninstanceCB; + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + return pipe; +} + +} +} diff --git a/src/d3d/xboxvfmt.cpp b/src/d3d/xboxvfmt.cpp new file mode 100644 index 0000000..b6569dc --- /dev/null +++ b/src/d3d/xboxvfmt.cpp @@ -0,0 +1,115 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwxbox.h" + +namespace rw { +namespace xbox { + +static int32 vertexFmtOffset; + +uint32 vertexFormatSizes[6] = { + 0, 1, 2, 2, 4, 4 +}; + +uint32* +getVertexFmt(Geometry *g) +{ + return PLUGINOFFSET(uint32, g, vertexFmtOffset); +} + +uint32 +makeVertexFmt(int32 flags, uint32 numTexSets) +{ + if(numTexSets > 4) + numTexSets = 4; + uint32 fmt = 0x5; // FLOAT3 + if(flags & Geometry::NORMALS) + fmt |= 0x40; // NORMPACKED3 + for(uint32 i = 0; i < numTexSets; i++) + fmt |= 0x500 << i*4; // FLOAT2 + if(flags & Geometry::PRELIT) + fmt |= 0x1000000; // D3DCOLOR + return fmt; +} + +uint32 +getVertexFmtStride(uint32 fmt) +{ + uint32 stride = 0; + uint32 v = fmt & 0xF; + uint32 n = (fmt >> 4) & 0xF; + stride += v == 4 ? 4 : 3*vertexFormatSizes[v]; + stride += n == 4 ? 4 : 3*vertexFormatSizes[n]; + if(fmt & 0x1000000) + stride += 4; + for(int i = 0; i < 4; i++){ + uint32 t = (fmt >> (i*4 + 8)) & 0xF; + stride += t == 4 ? 4 : 2*vertexFormatSizes[t]; + } + if(fmt & 0xE000000) + stride += 8; + return stride; +} + +static void* +createVertexFmt(void *object, int32 offset, int32) +{ + *PLUGINOFFSET(uint32, object, offset) = 0; + return object; +} + +static void* +copyVertexFmt(void *dst, void *src, int32 offset, int32) +{ + *PLUGINOFFSET(uint32, dst, offset) = *PLUGINOFFSET(uint32, src, offset); + return dst; +} + +static Stream* +readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32) +{ + uint32 fmt = stream->readU32(); + *PLUGINOFFSET(uint32, object, offset) = fmt; + // TODO: ? create and attach "vertex shader" + return stream; +} + +static Stream* +writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32) +{ + stream->writeI32(*PLUGINOFFSET(uint32, object, offset)); + return stream; +} + +static int32 +getSizeVertexFmt(void*, int32, int32) +{ + if(rw::platform != PLATFORM_XBOX) + return -1; + return 4; +} + +void +registerVertexFormatPlugin(void) +{ + vertexFmtOffset = Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT, + createVertexFmt, nil, copyVertexFmt); + Geometry::registerPluginStream(ID_VERTEXFMT, + readVertexFmt, + writeVertexFmt, + getSizeVertexFmt); +} + +} +} diff --git a/src/engine.cpp b/src/engine.cpp new file mode 100644 index 0000000..0583cb3 --- /dev/null +++ b/src/engine.cpp @@ -0,0 +1,573 @@ +#include +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "ps2/rwps2.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "gl/rwgl3.h" +#include "gl/rwwdgl.h" + +#define PLUGIN_ID 0 + +// on windows +//#ifdef DEBUG +//#include +//#define free(p) _free_dbg(p, _NORMAL_BLOCK); +//#define malloc(sz) _malloc_dbg(sz, _NORMAL_BLOCK, __FILE__, __LINE__) +//#define realloc(p, sz) _realloc_dbg(p, sz, _NORMAL_BLOCK, __FILE__, __LINE__) +//#endif + +namespace rw { + +Engine *engine; +PluginList Engine::s_plglist(sizeof(Engine)); +Engine::State Engine::state = Dead; +MemoryFunctions Engine::memfuncs; +PluginList Driver::s_plglist[NUM_PLATFORMS]; + +const char *allocLocation; + +void *malloc_h(size_t sz, uint32 hint) { if(sz == 0) return nil; return malloc(sz); } +void *realloc_h(void *p, size_t sz, uint32 hint) { return realloc(p, sz); } + +struct MemoryBlock +{ + size_t sz; + uint32 hint; + void *origPtr; + const char *codeline; + LLLink inAllocList; +}; +LinkList allocations; +size_t totalMemoryAllocated; + +// We align managed memory blocks on a 16 byte boundary + +#define ALIGN16(x) ((x) + 0xF & ~0xF) +void* +malloc_managed(size_t sz, uint32 hint) +{ + void *origPtr; + uint8 *data; + MemoryBlock *mem; + + if(sz == 0) return nil; + origPtr = malloc(sz + sizeof(MemoryBlock) + 15); + if(origPtr == nil) + return nil; + totalMemoryAllocated += sz; + data = (uint8*)origPtr; + data += sizeof(MemoryBlock); + data = (uint8*)ALIGN16((uintptr)data); + mem = (MemoryBlock*)(data-sizeof(MemoryBlock)); + + mem->sz = sz; + mem->hint = hint; + mem->origPtr = origPtr; + mem->codeline = allocLocation; + allocations.add(&mem->inAllocList); + + return data; +} + +void* +realloc_managed(void *p, size_t sz, uint32 hint) +{ + void *origPtr; + MemoryBlock *mem; + uint32 offset; + + if(p == nil) + return malloc_managed(sz, hint); + + mem = (MemoryBlock*)((uint8*)p-sizeof(MemoryBlock)); + offset = (uint8*)p - (uint8*)mem->origPtr; + + mem->inAllocList.remove(); + + origPtr = realloc(mem->origPtr, sz + sizeof(MemoryBlock) + 15); + if(origPtr == nil){ + allocations.add(&mem->inAllocList); + return nil; + } + p = (uint8*)origPtr + offset; + mem = (MemoryBlock*)((uint8*)p-sizeof(MemoryBlock)); + totalMemoryAllocated -= mem->sz; + mem->sz = sz; + mem->hint = hint; + mem->origPtr = origPtr; + mem->codeline = allocLocation; + allocations.add(&mem->inAllocList); + totalMemoryAllocated += mem->sz; + + return p; +} + +void +free_managed(void *p) +{ + MemoryBlock *mem; + if(p == nil) + return; + mem = (MemoryBlock*)((uint8*)p-sizeof(MemoryBlock)); + mem->inAllocList.remove(); + totalMemoryAllocated -= mem->sz; + free(mem->origPtr); +} + +void +printleaks(void) +{ + FORLIST(lnk, allocations){ + MemoryBlock *mem = LLLinkGetData(lnk, MemoryBlock, inAllocList); + printf("sz %zu hint %X\n %s\n", mem->sz, mem->hint, mem->codeline); + } +} + +// TODO: make the debug out configurable +void *mustmalloc_h(size_t sz, uint32 hint) +{ + void *ret; + ret = Engine::memfuncs.rwmalloc(sz, hint); + if(ret || sz == 0) + return ret; + fprintf(stderr, "Error: out of memory\n"); + exit(1); + return nil; +} +void *mustrealloc_h(void *p, size_t sz, uint32 hint) +{ + void *ret; + ret = Engine::memfuncs.rwrealloc(p, sz, hint); + if(ret || sz == 0) + return ret; + fprintf(stderr, "Error: out of memory\n"); + exit(1); + return nil; +} + +char *strdup_LOC(const char *s, uint32 hint, const char *here) { + char *t; + size_t sz = strlen(s)+1; + t = (char*)malloc_LOC(sz, hint, here); + if(t) + memcpy(t, s, sz); + return t; +} + +MemoryFunctions defaultMemfuncs = { + malloc_h, + realloc_h, + free, + nil, + nil +}; + +MemoryFunctions managedMemfuncs = { + malloc_managed, + realloc_managed, + free_managed, + nil, + nil +}; + +// This function mainly registers engine plugins +bool32 +Engine::init(MemoryFunctions *memfuncs) +{ + if(engine || Engine::state != Dead){ + RWERROR((ERR_ENGINEINIT)); + return 0; + } + + totalMemoryAllocated = 0; + allocations.init(); + + if(memfuncs) + Engine::memfuncs = *memfuncs; + else + Engine::memfuncs = defaultMemfuncs; + + if(Engine::memfuncs.rwmustmalloc == nil) + Engine::memfuncs.rwmustmalloc = mustmalloc_h; + if(Engine::memfuncs.rwmustrealloc == nil) + Engine::memfuncs.rwmustrealloc = mustrealloc_h; + + PluginList::open(); + + for(uint i = 0; i < NUM_PLATFORMS; i++) + new (&Driver::s_plglist[i]) PluginList(sizeof(Driver)); + + // core plugin attach here + Frame::registerModule(); + Image::registerModule(); + Raster::registerModule(); + Texture::registerModule(); + + // TODO: reset all allocation counts here. or maybe do that in modules? + Frame::numAllocated = 0; + Image::numAllocated = 0; + Raster::numAllocated = 0; + Texture::numAllocated = 0; + TexDictionary::numAllocated = 0; + Geometry::numAllocated = 0; + Material::numAllocated = 0; + Atomic::numAllocated = 0; + Light::numAllocated = 0; + Camera::numAllocated = 0; + Clump::numAllocated = 0; + World::numAllocated = 0; + + // driver plugin attach + ps2::registerPlatformPlugins(); + xbox::registerPlatformPlugins(); + d3d8::registerPlatformPlugins(); + d3d9::registerPlatformPlugins(); + wdgl::registerPlatformPlugins(); + gl3::registerPlatformPlugins(); + + Engine::state = Initialized; + return 1; +} + +// This is where RW allocates the engine and e.g. opens d3d +bool32 +Engine::open(EngineOpenParams *p) +{ + if(engine || Engine::state != Initialized){ + RWERROR((ERR_ENGINEOPEN)); + return 0; + } + + // Allocate engine + engine = (Engine*)rwNew(Engine::s_plglist.size, MEMDUR_GLOBAL); + engine->currentCamera = nil; + engine->currentWorld = nil; + engine->filefuncs.rwfopen = (void *(*)(const char*, const char*))fopen; + engine->filefuncs.rwfclose = (int (*)(void*))fclose; + engine->filefuncs.rwfseek = (int (*)(void*, long, int))fseek; + engine->filefuncs.rwftell = (long (*)(void*))ftell; + engine->filefuncs.rwfread = (size_t (*)(void*, size_t, size_t, void*))fread; + engine->filefuncs.rwfwrite = (size_t (*)(const void*, size_t, size_t, void*))fwrite; + engine->filefuncs.rwfeof = (int (*)(void*))feof; + + // Initialize device + // Device and possibly OS specific! +#ifdef RW_PS2 + engine->device = ps2::renderdevice; +#elif RW_GL3 + engine->device = gl3::renderdevice; +#elif RW_D3D9 + engine->device = d3d::renderdevice; +#else + engine->device = null::renderdevice; +#endif + + engine->device.system(DEVICEOPEN, (void*)p, 0); + + engine->dummyDefaultPipeline = ObjPipeline::create(); + for(uint i = 0; i < NUM_PLATFORMS; i++){ + rw::engine->driver[i] = (Driver*)rwNew(Driver::s_plglist[i].size, + MEMDUR_GLOBAL); + + engine->driver[i]->defaultPipeline = engine->dummyDefaultPipeline; + + engine->driver[i]->rasterCreate = null::rasterCreate; + engine->driver[i]->rasterLock = null::rasterLock; + engine->driver[i]->rasterUnlock = null::rasterUnlock; + engine->driver[i]->rasterLockPalette = null::rasterLockPalette; + engine->driver[i]->rasterUnlockPalette = null::rasterUnlockPalette; + engine->driver[i]->rasterNumLevels = null::rasterNumLevels; + engine->driver[i]->imageFindRasterFormat = null::imageFindRasterFormat; + engine->driver[i]->rasterFromImage = null::rasterFromImage; + engine->driver[i]->rasterToImage = null::rasterToImage; + } + + Engine::state = Opened; + return 1; +} + +// This is where RW creates the actual rendering device +// and calls the engine plugin ctors +bool32 +Engine::start(void) +{ + if(engine == nil || Engine::state != Opened){ + RWERROR((ERR_ENGINESTART)); + return 0; + } + + engine->device.system(DEVICEINIT, nil, 0); + + Engine::s_plglist.construct(engine); + for(uint i = 0; i < NUM_PLATFORMS; i++) + Driver::s_plglist[i].construct(rw::engine->driver[i]); + + engine->device.system(DEVICEFINALIZE, nil, 0); + + // Register some image formats. Or should we leave that to the user? + Image::registerFileFormat("tga", readTGA, writeTGA); + Image::registerFileFormat("bmp", readBMP, writeBMP); + Image::registerFileFormat("png", readPNG, writePNG); + + Engine::state = Started; + return 1; +} + +void +Engine::term(void) +{ + if(engine || Engine::state != Initialized){ + RWERROR((ERR_GENERAL)); + return; + } + + PluginList::close(); + + // This has to be reset because it won't be opened again otherwise + // TODO: maybe reset more stuff here? + d3d::nativeRasterOffset = 0; + + Engine::state = Dead; +} + +void +Engine::close(void) +{ + if(engine == nil || Engine::state != Opened){ + RWERROR((ERR_GENERAL)); + return; + } + + engine->device.system(DEVICECLOSE, nil, 0); + for(uint i = 0; i < NUM_PLATFORMS; i++) + rwFree(rw::engine->driver[i]); + engine->dummyDefaultPipeline->destroy(); + rwFree(engine); + engine = nil; + Engine::state = Initialized; +} + +void +Engine::stop(void) +{ + if(engine == nil || Engine::state != Started){ + RWERROR((ERR_GENERAL)); + return; + } + + for(uint i = 0; i < NUM_PLATFORMS; i++) + Driver::s_plglist[i].destruct(rw::engine->driver[i]); + Engine::s_plglist.destruct(engine); + + engine->device.system(DEVICETERM, nil, 0); + + Engine::state = Opened; +} + + +int32 +Engine::getNumSubSystems(void) +{ + return engine->device.system(DEVICEGETNUMSUBSYSTEMS, nil, 0); +} + +int32 +Engine::getCurrentSubSystem(void) +{ + return engine->device.system(DEVICEGETCURRENTSUBSYSTEM, nil, 0); +} + +bool32 +Engine::setSubSystem(int32 subsys) +{ + return engine->device.system(DEVICESETSUBSYSTEM, nil, subsys); +} + +SubSystemInfo* +Engine::getSubSystemInfo(SubSystemInfo *info, int32 subsys) +{ + if(engine->device.system(DEVICEGETSUBSSYSTEMINFO, info, subsys)) + return info; + return nil; +} + + +int32 +Engine::getNumVideoModes(void) +{ + return engine->device.system(DEVICEGETNUMVIDEOMODES, nil, 0); +} + +int32 +Engine::getCurrentVideoMode(void) +{ + return engine->device.system(DEVICEGETCURRENTVIDEOMODE, nil, 0); +} + +bool32 +Engine::setVideoMode(int32 mode) +{ + return engine->device.system(DEVICESETVIDEOMODE, nil, mode); +} + +VideoMode* +Engine::getVideoModeInfo(VideoMode *info, int32 mode) +{ + if(engine->device.system(DEVICEGETVIDEOMODEINFO, info, mode)) + return info; + return nil; +} + + +uint32 +Engine::getMaxMultiSamplingLevels(void) +{ + return engine->device.system(DEVICEGETMAXMULTISAMPLINGLEVELS, nil, 0); +} + +uint32 +Engine::getMultiSamplingLevels(void) +{ + return engine->device.system(DEVICEGETMULTISAMPLINGLEVELS, nil, 0); +} + +bool32 +Engine::setMultiSamplingLevels(uint32 levels) +{ + return engine->device.system(DEVICESETMULTISAMPLINGLEVELS, nil, levels); +} + + +namespace null { + +void beginUpdate(Camera*) { } +void endUpdate(Camera*) { } +void clearCamera(Camera*,RGBA*,uint32) { } +void showRaster(Raster*,uint32) { } + +void setRenderState(int32, void*) { } +void *getRenderState(int32) { return 0; } + +bool32 rasterRenderFast(Raster *raster, int32 x, int32 y) { return 0; } + +void im2DRenderLine(void*, int32, int32, int32) { } +void im2DRenderTriangle(void*, int32, int32, int32, int32) { } +void im2DRenderPrimitive(PrimitiveType, void*, int32) { } +void im2DRenderIndexedPrimitive(PrimitiveType, void*, int32, void*, int32) { } + +void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags) { } +void im3DRenderPrimitive(PrimitiveType primType) { } +void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices) { } +void im3DEnd(void) { } + +Raster* +rasterCreate(Raster*) +{ + assert(0 && "rasterCreate not implemented"); + return nil; +} + +uint8* +rasterLock(Raster*, int32, int32) +{ + assert(0 && "lockRaster not implemented"); + return nil; +} + +void +rasterUnlock(Raster*, int32) +{ + assert(0 && "unlockRaster not implemented"); +} + +uint8* +rasterLockPalette(Raster*, int32) +{ + assert(0 && "rasterLockPalette not implemented"); + return nil; +} + +void +rasterUnlockPalette(Raster*) +{ + assert(0 && "rasterUnlockPalette not implemented"); +} + +int32 +rasterNumLevels(Raster*) +{ + assert(0 && "rasterNumLevels not implemented"); + return 0; +} + +bool32 +imageFindRasterFormat(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format) +{ + assert(0 && "imageFindRasterFormat not implemented"); + return 0; +} + +bool32 +rasterFromImage(Raster*, Image*) +{ + assert(0 && "rasterFromImage not implemented"); + return 0; +} + +Image* +rasterToImage(Raster*) +{ + assert(0 && "rasterToImage not implemented"); + return nil; +} + +int +deviceSystem(DeviceReq req, void *arg0, int32 n) +{ + switch(req){ + case DEVICEGETNUMSUBSYSTEMS: + return 0; + case DEVICEGETCURRENTSUBSYSTEM: + return 0; + case DEVICEGETSUBSSYSTEMINFO: + return 0; + default: break; + } + return 1; +} + +Device renderdevice = { + 0.0f, 1.0f, + null::beginUpdate, + null::endUpdate, + null::clearCamera, + null::showRaster, + null::rasterRenderFast, + null::setRenderState, + null::getRenderState, + null::im2DRenderLine, + null::im2DRenderTriangle, + null::im2DRenderPrimitive, + null::im2DRenderIndexedPrimitive, + null::im3DTransform, + null::im3DRenderPrimitive, + null::im3DRenderIndexedPrimitive, + null::im3DEnd, + null::deviceSystem +}; + +} +} diff --git a/src/error.cpp b/src/error.cpp new file mode 100644 index 0000000..bdf4080 --- /dev/null +++ b/src/error.cpp @@ -0,0 +1,49 @@ +#include +#include + +#include "rwbase.h" +#include "rwerror.h" + +namespace rw { + +static Error error; + +void +setError(Error *e) +{ + error = *e; +} + +Error* +getError(Error *e) +{ + *e = error; + error.plugin = 0; + error.code = 0; + return e; +} + +#define ECODE(c, s) s + +const char *errstrs[] = { + "No error", +#include "base.err" +}; + +#undef ECODE + +char* +dbgsprint(uint32 code, ...) +{ + va_list ap; + static char strbuf[512]; + + if(code & 0x80000000) + code &= ~0x80000000; + va_start(ap, code); + vsprintf(strbuf, errstrs[code], ap); + va_end(ap); + return strbuf; +} + +} diff --git a/src/frame.cpp b/src/frame.cpp new file mode 100644 index 0000000..1832f00 --- /dev/null +++ b/src/frame.cpp @@ -0,0 +1,470 @@ +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID ID_FRAMELIST + +namespace rw { + +int32 Frame::numAllocated; + +PluginList Frame::s_plglist(sizeof(Frame)); +static void *frameOpen(void *object, int32 offset, int32 size) { engine->frameDirtyList.init(); return object; } +static void *frameClose(void *object, int32 offset, int32 size) { return object; } + +void +Frame::registerModule(void) +{ + Engine::registerPlugin(0, ID_FRAMEMODULE, frameOpen, frameClose); +} + +Frame* +Frame::create(void) +{ + Frame *f = (Frame*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_FRAMELIST); + if(f == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + f->object.init(Frame::ID, 0); + f->objectList.init(); + f->child = nil; + f->next = nil; + f->root = f; + f->matrix.setIdentity(); + f->ltm.setIdentity(); + s_plglist.construct(f); + return f; +} + +Frame* +Frame::cloneHierarchy(void) +{ + Frame *frame = this->cloneAndLink(); + this->purgeClone(); + return frame; +} +void +Frame::destroy(void) +{ + FORLIST(lnk, this->objectList) + ObjectWithFrame::fromFrame(lnk)->setFrame(nil); + s_plglist.destruct(this); + if(this->getParent()) + this->removeChild(); + if(this->object.privateFlags & Frame::HIERARCHYSYNC) + this->inDirtyList.remove(); + for(Frame *f = this->child; f; f = f->next) + f->object.parent = nil; + rwFree(this); + numAllocated--; +} + +void +Frame::destroyHierarchy(void) +{ + Frame *next; + for(Frame *child = this->child; child; child = next){ + next = child->next; + child->destroyHierarchy(); + } + assert(this->objectList.isEmpty()); + s_plglist.destruct(this); + if(this->object.privateFlags & Frame::HIERARCHYSYNC) + this->inDirtyList.remove(); + rwFree(this); +} + +Frame* +Frame::addChild(Frame *child, bool32 append) +{ + Frame *c; + if(child->getParent()) + child->removeChild(); + if(append){ + if(this->child == nil) + this->child = child; + else{ + for(c = this->child; c->next; c = c->next); + c->next = child; + } + child->next = nil; + }else{ + child->next = this->child; + this->child = child; + } + child->object.parent = this; + child->root = this->root; + for(c = child->child; c; c = c->next) + c->setHierarchyRoot(this); + // If the child was a root, remove from dirty list + if(child->object.privateFlags & Frame::HIERARCHYSYNC){ + child->inDirtyList.remove(); + child->object.privateFlags &= ~Frame::HIERARCHYSYNC; + } + this->updateObjects(); + return this; +} + +Frame* +Frame::removeChild(void) +{ + Frame *parent = this->getParent(); + Frame *child = parent->child; + if(child == this) + parent->child = this->next; + else{ + while(child->next != this) + child = child->next; + child->next = this->next; + } + this->object.parent = this->next = nil; + // give the hierarchy a new root + this->setHierarchyRoot(this); + this->updateObjects(); + return this; +} + +Frame* +Frame::forAllChildren(Callback cb, void *data) +{ + Frame *next; + for(Frame *f = this->child; f; f = next){ + next = f->next; + if(cb(f, data) == nil) + return this; + } + return this; +} + +static Frame* +countCB(Frame *f, void *count) +{ + (*(int32*)count)++; + f->forAllChildren(countCB, count); + return f; +} + +int32 +Frame::count(void) +{ + int32 count = 1; + this->forAllChildren(countCB, (void*)&count); + return count; +} + +/* + * Synching is a bit complicated. If anything in the hierarchy is not synched, + * the root of the hierarchy is marked with the HIERARCHYSYNC flags. + * Every unsynched frame is marked with the SUBTREESYNC flags. + * If the LTM is not synched, the LTM flags are set. + * If attached objects need synching, the OBJ flags are set. + */ + +/* Synch just LTM matrices in a hierarchy */ +static void +syncLTMRecurse(Frame *frame, uint8 hierarchyFlags) +{ + for(; frame; frame = frame->next){ + // If frame is dirty or any parent was dirty, update LTM + hierarchyFlags |= frame->object.privateFlags; + if(hierarchyFlags & Frame::SUBTREESYNCLTM){ + Matrix::mult(&frame->ltm, &frame->matrix, + &frame->getParent()->ltm); + frame->object.privateFlags &= ~Frame::SUBTREESYNCLTM; + } + // And synch all children + syncLTMRecurse(frame->child, hierarchyFlags); + } +} + +/* Synch just objects in a hierarchy */ +static void +syncObjRecurse(Frame *frame) +{ + for(; frame; frame = frame->next){ + // Synch attached objects + FORLIST(lnk, frame->objectList) + ObjectWithFrame::fromFrame(lnk)->sync(); + frame->object.privateFlags &= ~Frame::SUBTREESYNCOBJ; + // And synch all children + syncObjRecurse(frame->child); + } +} + +/* Synch LTM and objects */ +static void +syncRecurse(Frame *frame, uint8 hierarchyFlags) +{ + for(; frame; frame = frame->next){ + // If frame is dirty or any parent was dirty, update LTM + hierarchyFlags |= frame->object.privateFlags; + if(hierarchyFlags & Frame::SUBTREESYNCLTM) + Matrix::mult(&frame->ltm, &frame->matrix, + &frame->getParent()->ltm); + // Synch attached objects + FORLIST(lnk, frame->objectList) + ObjectWithFrame::fromFrame(lnk)->sync(); + frame->object.privateFlags &= ~Frame::SUBTREESYNC; + // And synch all children + syncRecurse(frame->child, hierarchyFlags); + } +} + +/* Sync the LTMs of the hierarchy of which 'this' is the root */ +void +Frame::syncHierarchyLTM(void) +{ + // Sync root's LTM + if(this->object.privateFlags & Frame::SUBTREESYNCLTM) + this->ltm = this->matrix; + // ...and children + syncLTMRecurse(this->child, this->object.privateFlags); + // all clean now + this->object.privateFlags &= ~Frame::SYNCLTM; +} + +Matrix* +Frame::getLTM(void) +{ + if(this->root->object.privateFlags & Frame::HIERARCHYSYNCLTM) + this->root->syncHierarchyLTM(); + return &this->ltm; +} + +/* Synch all dirty frames; LTMs and objects */ +void +Frame::syncDirty(void) +{ + Frame *frame; + FORLIST(lnk, engine->frameDirtyList){ + frame = LLLinkGetData(lnk, Frame, inDirtyList); + if(frame->object.privateFlags & Frame::HIERARCHYSYNCLTM){ + // Sync root's LTM + if(frame->object.privateFlags & Frame::SUBTREESYNCLTM) + frame->ltm = frame->matrix; + // Synch attached objects + FORLIST(lnk, frame->objectList) + ObjectWithFrame::fromFrame(lnk)->sync(); + // ...and children + syncRecurse(frame->child, frame->object.privateFlags); + }else{ + // LTMs are clean, just synch objects + FORLIST(lnk, frame->objectList) + ObjectWithFrame::fromFrame(lnk)->sync(); + syncObjRecurse(frame->child); + } + // all clean now + frame->object.privateFlags &= ~(Frame::SYNCLTM | Frame::SYNCOBJ); + } + engine->frameDirtyList.init(); +} + +void +Frame::rotate(const V3d *axis, float32 angle, CombineOp op) +{ + this->matrix.rotate(axis, angle, op); + updateObjects(); +} + +void +Frame::rotate(const Quat *q, CombineOp op) +{ + this->matrix.rotate(*q, op); + updateObjects(); +} + +void +Frame::translate(const V3d *trans, CombineOp op) +{ + this->matrix.translate(trans, op); + updateObjects(); +} + +void +Frame::scale(const V3d *scl, CombineOp op) +{ + this->matrix.scale(scl, op); + updateObjects(); +} + +void +Frame::transform(const Matrix *mat, CombineOp op) +{ + this->matrix.transform(mat, op); + updateObjects(); +} + +void +Frame::updateObjects(void) +{ + // Mark root as dirty and insert into dirty list if necessary + if((this->root->object.privateFlags & HIERARCHYSYNC) == 0) + engine->frameDirtyList.add(&this->root->inDirtyList); + this->root->object.privateFlags |= HIERARCHYSYNC; + // Mark subtree as dirty as well + this->object.privateFlags |= SUBTREESYNC; +} + +void +Frame::setHierarchyRoot(Frame *root) +{ + this->root = root; + for(Frame *child = this->child; child; child = child->next) + child->setHierarchyRoot(root); +} + +static Frame* +cloneRecurse(Frame *old, Frame *newroot) +{ + Frame *frame = Frame::create(); + if(newroot == nil) + newroot = frame; + frame->object.copy(&old->object); + frame->matrix = old->matrix; + frame->root = newroot; + old->root = frame; // Remember cloned frame + for(Frame *child = old->child; child; child = child->next){ + Frame *clonedchild = cloneRecurse(child, newroot); + clonedchild->next = frame->child; + frame->child = clonedchild; + clonedchild->object.parent = frame; + } + Frame::s_plglist.copy(frame, old); + return frame; +} + +// Clone a frame hierarchy. Link cloned frames into Frame::root of the originals. +Frame* +Frame::cloneAndLink(void) +{ + Frame *newhier = cloneRecurse(this, nil); + if(newhier){ + // frame is not in dirty list so important to get this flag right + newhier->object.privateFlags &= ~HIERARCHYSYNC; + newhier->updateObjects(); + } + return newhier; +} + +// Remove links to cloned frames from hierarchy. +void +Frame::purgeClone(void) +{ + Frame *parent = this->getParent(); + this->setHierarchyRoot(parent ? parent->root : this); +} + +struct FrameStreamData +{ + V3d right, up, at, pos; + int32 parent; + int32 matflag; +}; + +FrameList_* +FrameList_::streamRead(Stream *stream) +{ + FrameStreamData buf; + this->numFrames = 0; + this->frames = nil; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + this->numFrames = stream->readI32(); + this->frames = (Frame**)rwMalloc(this->numFrames*sizeof(Frame*), MEMDUR_EVENT | ID_FRAMELIST); + if(this->frames == nil){ + RWERROR((ERR_ALLOC, this->numFrames*sizeof(Frame*))); + return nil; + } + for(int32 i = 0; i < this->numFrames; i++){ + Frame *f; + stream->read32(&buf, sizeof(buf)); + this->frames[i] = f = Frame::create(); + if(f == nil){ + // TODO: clean up frames? + rwFree(this->frames); + return nil; + } + f->matrix.right = buf.right; + f->matrix.up = buf.up; + f->matrix.at = buf.at; + f->matrix.pos = buf.pos; + f->matrix.optimize(); + // RW always removes identity flag + f->matrix.flags &= ~Matrix::IDENTITY; + if(buf.parent >= 0) + this->frames[buf.parent]->addChild(f, rw::streamAppendFrames); + } + for(int32 i = 0; i < this->numFrames; i++) + Frame::s_plglist.streamRead(stream, this->frames[i]); + return this; +} + +void +FrameList_::streamWrite(Stream *stream) +{ + FrameStreamData buf; + + int size = 0, structsize = 0; + structsize = 4 + this->numFrames*sizeof(FrameStreamData); + size += 12 + structsize; + for(int32 i = 0; i < this->numFrames; i++) + size += 12 + Frame::s_plglist.streamGetSize(this->frames[i]); + + writeChunkHeader(stream, ID_FRAMELIST, size); + writeChunkHeader(stream, ID_STRUCT, structsize); + stream->writeU32(this->numFrames); + for(int32 i = 0; i < this->numFrames; i++){ + Frame *f = this->frames[i]; + buf.right = f->matrix.right; + buf.up = f->matrix.up; + buf.at = f->matrix.at; + buf.pos = f->matrix.pos; + buf.parent = findPointer(f->getParent(), (void**)this->frames, + this->numFrames); + buf.matflag = 0; //f->matflag; + stream->write32(&buf, sizeof(buf)); + } + for(int32 i = 0; i < this->numFrames; i++) + Frame::s_plglist.streamWrite(stream, this->frames[i]); +} + +static Frame* +sizeCB(Frame *f, void *size) +{ + *(int32*)size += Frame::s_plglist.streamGetSize(f); + f->forAllChildren(sizeCB, size); + return f; +} + +uint32 +FrameList_::streamGetSize(Frame *f) +{ + int32 numFrames = f->count(); + uint32 size = 12 + 12 + 4 + numFrames*(sizeof(FrameStreamData)+12); + sizeCB(f, (void*)&size); + return size; +} + +Frame** +makeFrameList(Frame *frame, Frame **flist) +{ + *flist++ = frame; + if(frame->next) + flist = makeFrameList(frame->next, flist); + if(frame->child) + flist = makeFrameList(frame->child, flist); + return flist; +} + +} diff --git a/src/geometry.cpp b/src/geometry.cpp new file mode 100644 index 0000000..882b685 --- /dev/null +++ b/src/geometry.cpp @@ -0,0 +1,1053 @@ +#include +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID ID_GEOMETRY + +namespace rw { + +int32 Geometry::numAllocated; +int32 Material::numAllocated; + +PluginList Geometry::s_plglist(sizeof(Geometry)); +PluginList Material::s_plglist(sizeof(Material)); + +static SurfaceProperties defaultSurfaceProps = { 1.0f, 1.0f, 1.0f }; + +// We allocate twice because we have to allocate the data separately for uninstancing +Geometry* +Geometry::create(int32 numVerts, int32 numTris, uint32 flags) +{ + Geometry *geo = (Geometry*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_GEOMETRY); + if(geo == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + geo->object.init(Geometry::ID, 0); + geo->flags = flags & 0xFF00FFFF; + geo->numTexCoordSets = (flags & 0xFF0000) >> 16; + if(geo->numTexCoordSets == 0) + geo->numTexCoordSets = (geo->flags & TEXTURED) ? 1 : + (geo->flags & TEXTURED2) ? 2 : 0; + geo->numTriangles = numTris; + geo->numVertices = numVerts; + + geo->colors = nil; + for(int32 i = 0; i < 8; i++) + geo->texCoords[i] = nil; + geo->triangles = nil; + // Allocate all attributes at once. The triangle pointer + // will hold the first address (even when there are no triangles) + // so we can free easily. + if(!(geo->flags & NATIVE)){ + int32 sz = geo->numTriangles*sizeof(Triangle); + if(geo->flags & PRELIT) + sz += geo->numVertices*sizeof(RGBA); + sz += geo->numTexCoordSets*geo->numVertices*sizeof(TexCoords); + + uint8 *data = (uint8*)rwNew(sz, MEMDUR_EVENT | ID_GEOMETRY); + geo->triangles = (Triangle*)data; + data += geo->numTriangles*sizeof(Triangle); + if(geo->flags & PRELIT && geo->numVertices){ + geo->colors = (RGBA*)data; + data += geo->numVertices*sizeof(RGBA); + } + if(geo->numVertices) + for(int32 i = 0; i < geo->numTexCoordSets; i++){ + geo->texCoords[i] = (TexCoords*)data; + data += geo->numVertices*sizeof(TexCoords); + } + + // init triangles + for(int32 i = 0; i < geo->numTriangles; i++) + geo->triangles[i].matId = 0xFFFF; + } + geo->numMorphTargets = 0; + geo->morphTargets = nil; + geo->addMorphTargets(1); + + geo->matList.init(); + geo->lockedSinceInst = 0; + geo->meshHeader = nil; + geo->instData = nil; + geo->refCount = 1; + + s_plglist.construct(geo); + return geo; +} + +void +Geometry::destroy(void) +{ + this->refCount--; + if(this->refCount <= 0){ + s_plglist.destruct(this); + // Also frees colors and tex coords + rwFree(this->triangles); + // Also frees their data + rwFree(this->morphTargets); + // Also frees indices + rwFree(this->meshHeader); + this->matList.deinit(); + rwFree(this); + numAllocated--; + } +} + +void +Geometry::lock(int32 lockFlags) +{ + lockedSinceInst |= lockFlags; + if(lockFlags & LOCKPOLYGONS){ + rwFree(this->meshHeader); + this->meshHeader = nil; + } +} + +void +Geometry::unlock(void) +{ + if(this->meshHeader == nil) + this->buildMeshes(); + +} + +struct GeoStreamData +{ + uint32 flags; + int32 numTriangles; + int32 numVertices; + int32 numMorphTargets; +}; + +Geometry* +Geometry::streamRead(Stream *stream) +{ + uint32 version; + GeoStreamData buf; + SurfaceProperties surfProps; + MaterialList *ret; + static SurfaceProperties reset = { 1.0f, 1.0f, 1.0f }; + + if(!findChunk(stream, ID_STRUCT, nil, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read32(&buf, sizeof(buf)); + Geometry *geo = Geometry::create(buf.numVertices, + buf.numTriangles, buf.flags); + if(geo == nil) + return nil; + geo->addMorphTargets(buf.numMorphTargets-1); + if(version < 0x34000) + stream->read32(&surfProps, 12); + + if(!(geo->flags & NATIVE)){ + if(geo->flags & PRELIT) + stream->read8(geo->colors, 4*geo->numVertices); + for(int32 i = 0; i < geo->numTexCoordSets; i++) + stream->read32(geo->texCoords[i], + 2*geo->numVertices*4); + for(int32 i = 0; i < geo->numTriangles; i++){ + uint32 tribuf[2]; + stream->read32(tribuf, 8); + geo->triangles[i].v[0] = tribuf[0] >> 16; + geo->triangles[i].v[1] = tribuf[0]; + geo->triangles[i].v[2] = tribuf[1] >> 16; + geo->triangles[i].matId = tribuf[1]; + } + } + + for(int32 i = 0; i < geo->numMorphTargets; i++){ + MorphTarget *m = &geo->morphTargets[i]; + stream->read32(&m->boundingSphere, 4*4); + int32 hasVertices = stream->readI32(); + int32 hasNormals = stream->readI32(); + if(hasVertices) + stream->read32(m->vertices, 3*geo->numVertices*4); + if(hasNormals) + stream->read32(m->normals, 3*geo->numVertices*4); + } + + if(!findChunk(stream, ID_MATLIST, nil, nil)){ + RWERROR((ERR_CHUNK, "MATLIST")); + goto fail; + } + if(version < 0x34000) + defaultSurfaceProps = surfProps; + + ret = MaterialList::streamRead(stream, &geo->matList); + if(version < 0x34000) + defaultSurfaceProps = reset; + if(ret == nil) + goto fail; + if(s_plglist.streamRead(stream, geo)) + return geo; + +fail: + geo->destroy(); + return nil; +} + +static uint32 +geoStructSize(Geometry *geo) +{ + uint32 size = 0; + size += sizeof(GeoStreamData); + if(version < 0x34000) + size += 12; // surface properties + if(!(geo->flags & Geometry::NATIVE)){ + if(geo->flags&geo->PRELIT) + size += 4*geo->numVertices; + for(int32 i = 0; i < geo->numTexCoordSets; i++) + size += 2*geo->numVertices*4; + size += 4*geo->numTriangles*2; + } + for(int32 i = 0; i < geo->numMorphTargets; i++){ + MorphTarget *m = &geo->morphTargets[i]; + size += 4*4 + 2*4; // bounding sphere and bools + if(!(geo->flags & Geometry::NATIVE)){ + if(m->vertices) + size += 3*geo->numVertices*4; + if(m->normals) + size += 3*geo->numVertices*4; + } + } + return size; +} + +bool +Geometry::streamWrite(Stream *stream) +{ + GeoStreamData buf; + static float32 fbuf[3] = { 1.0f, 1.0f, 1.0f }; + + writeChunkHeader(stream, ID_GEOMETRY, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, geoStructSize(this)); + + buf.flags = this->flags | this->numTexCoordSets << 16; + buf.numTriangles = this->numTriangles; + buf.numVertices = this->numVertices; + buf.numMorphTargets = this->numMorphTargets; + stream->write32(&buf, sizeof(buf)); + if(version < 0x34000) + stream->write32(fbuf, sizeof(fbuf)); + + if(!(this->flags & NATIVE)){ + if(this->flags & PRELIT) + stream->write8(this->colors, 4*this->numVertices); + for(int32 i = 0; i < this->numTexCoordSets; i++) + stream->write32(this->texCoords[i], + 2*this->numVertices*4); + for(int32 i = 0; i < this->numTriangles; i++){ + uint32 tribuf[2]; + tribuf[0] = this->triangles[i].v[0] << 16 | + this->triangles[i].v[1]; + tribuf[1] = this->triangles[i].v[2] << 16 | + this->triangles[i].matId; + stream->write32(tribuf, 8); + } + } + + for(int32 i = 0; i < this->numMorphTargets; i++){ + MorphTarget *m = &this->morphTargets[i]; + stream->write32(&m->boundingSphere, 4*4); + if(!(this->flags & NATIVE)){ + stream->writeI32(m->vertices != nil); + stream->writeI32(m->normals != nil); + if(m->vertices) + stream->write32(m->vertices, + 3*this->numVertices*4); + if(m->normals) + stream->write32(m->normals, + 3*this->numVertices*4); + }else{ + stream->writeI32(0); + stream->writeI32(0); + } + } + + this->matList.streamWrite(stream); + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Geometry::streamGetSize(void) +{ + uint32 size = 0; + size += 12 + geoStructSize(this); + size += 12 + this->matList.streamGetSize(); + size += 12 + s_plglist.streamGetSize(this); + return size; +} + +void +Geometry::addMorphTargets(int32 n) +{ + if(n == 0) + return; + n += this->numMorphTargets; + + int32 sz; + sz = sizeof(MorphTarget); + if(!(this->flags & NATIVE)){ + sz += this->numVertices*sizeof(V3d); + if(this->flags & NORMALS) + sz += this->numVertices*sizeof(V3d); + } + + // Memory layout: MorphTarget[n]; (vertices and normals)[n] + MorphTarget *mts; + if(this->numMorphTargets){ + mts = (MorphTarget*)rwResize(this->morphTargets, n*sz, MEMDUR_EVENT | ID_GEOMETRY); + this->morphTargets = mts; + // Since we now have more morph targets than before, move the vertex data up + uint8 *src = (uint8*)mts + sz*this->numMorphTargets; + uint8 *dst = (uint8*)mts + sz*n; + uint32 len = (sz-sizeof(MorphTarget))*this->numMorphTargets; + while(len--) + *--dst = *--src; + }else{ + mts = (MorphTarget*)rwNew(n*sz, MEMDUR_EVENT | ID_GEOMETRY); + this->morphTargets = mts; + } + + // Set up everything and initialize the bounding sphere for new morph targets + V3d *data = (V3d*)&mts[n]; + for(int32 i = 0; i < n; i++){ + mts->parent = this; + mts->vertices = nil; + mts->normals = nil; + if(i >= this->numMorphTargets){ + mts->boundingSphere.center.x = 0.0f; + mts->boundingSphere.center.y = 0.0f; + mts->boundingSphere.center.z = 0.0f; + mts->boundingSphere.radius = 0.0f; + } + if(!(this->flags & NATIVE) && this->numVertices){ + mts->vertices = data; + data += this->numVertices; + if(this->flags & NORMALS){ + mts->normals = data; + data += this->numVertices; + } + } + mts++; + } + this->numMorphTargets = n; +} + +void +Geometry::calculateBoundingSphere(void) +{ + for(int32 i = 0; i < this->numMorphTargets; i++){ + MorphTarget *m = &this->morphTargets[i]; + m->boundingSphere = m->calculateBoundingSphere(); + } +} + +bool32 +Geometry::hasColoredMaterial(void) +{ + for(int32 i = 0; i < this->matList.numMaterials; i++) + if(this->matList.materials[i]->color.red != 255 || + this->matList.materials[i]->color.green != 255 || + this->matList.materials[i]->color.blue != 255 || + this->matList.materials[i]->color.alpha != 255) + return 1; + return 0; +} + +// Force allocate data, even when native flag is set +void +Geometry::allocateData(void) +{ + // Geometry data + // Pretty much copy pasted from ::create above + int32 sz = this->numTriangles*sizeof(Triangle); + if(this->flags & PRELIT) + sz += this->numVertices*sizeof(RGBA); + sz += this->numTexCoordSets*this->numVertices*sizeof(TexCoords); + + uint8 *data = (uint8*)rwNew(sz, MEMDUR_EVENT | ID_GEOMETRY); + this->triangles = (Triangle*)data; + data += this->numTriangles*sizeof(Triangle); + for(int32 i = 0; i < this->numTriangles; i++) + this->triangles[i].matId = 0xFFFF; + if(this->flags & PRELIT){ + this->colors = (RGBA*)data; + data += this->numVertices*sizeof(RGBA); + } + for(int32 i = 0; i < this->numTexCoordSets; i++){ + this->texCoords[i] = (TexCoords*)data; + data += this->numVertices*sizeof(TexCoords); + } + + // MorphTarget data + // Bounding sphere is copied by realloc. + sz = sizeof(MorphTarget) + this->numVertices*sizeof(V3d); + if(this->flags & NORMALS) + sz += this->numVertices*sizeof(V3d); + + MorphTarget *mt = (MorphTarget*)rwResize(this->morphTargets, + sz*this->numMorphTargets, MEMDUR_EVENT | ID_GEOMETRY); + this->morphTargets = mt; + V3d *vdata = (V3d*)&mt[this->numMorphTargets]; + for(int32 i = 0; i < this->numMorphTargets; i++){ + mt->parent = this; + mt->vertices = nil; + mt->normals = nil; + if(this->numVertices){ + mt->vertices = vdata; + vdata += this->numVertices; + if(this->flags & NORMALS){ + mt->normals = vdata; + vdata += this->numVertices; + } + } + mt++; + } +} + +static int +isDegenerate(uint16 *idx) +{ + return idx[0] == idx[1] || + idx[0] == idx[2] || + idx[1] == idx[2]; +} + +// This functions assumes there is enough space allocated +// for triangles. Use MeshHeader::guessNumTriangles() and +// Geometry::allocateData() +void +Geometry::generateTriangles(int8 *adc) +{ + MeshHeader *header = this->meshHeader; + assert(header != nil); + + this->numTriangles = 0; + Mesh *m = header->getMeshes(); + int8 *adcbits = adc; + for(uint32 i = 0; i < header->numMeshes; i++){ + if(m->numIndices < 3){ + // shouldn't happen but it does + adcbits += m->numIndices; + m++; + continue; + } + if(header->flags == MeshHeader::TRISTRIP){ + for(uint32 j = 0; j < m->numIndices-2; j++){ + if(!(adc && adcbits[j+2]) && + !isDegenerate(&m->indices[j])) + this->numTriangles++; + } + }else + this->numTriangles += m->numIndices/3; + adcbits += m->numIndices; + m++; + } + + Triangle *tri = this->triangles; + m = header->getMeshes(); + adcbits = adc; + for(uint32 i = 0; i < header->numMeshes; i++){ + if(m->numIndices < 3){ + adcbits += m->numIndices; + m++; + continue; + } + int32 matid = this->matList.findIndex(m->material); + if(header->flags == MeshHeader::TRISTRIP) + for(uint32 j = 0; j < m->numIndices-2; j++){ + if((adc && adcbits[j+2]) || + isDegenerate(&m->indices[j])) + continue; + tri->v[0] = m->indices[j+0]; + tri->v[1] = m->indices[j+1 + (j%2)]; + tri->v[2] = m->indices[j+2 - (j%2)]; + tri->matId = matid; + tri++; + } + else + for(uint32 j = 0; j < m->numIndices-2; j+=3){ + tri->v[0] = m->indices[j+0]; + tri->v[1] = m->indices[j+1]; + tri->v[2] = m->indices[j+2]; + tri->matId = matid; + tri++; + } + adcbits += m->numIndices; + m++; + } +} + +static void +dumpMesh(Mesh *m) +{ + for(uint32 i = 0; i < m->numIndices-2; i++) +// if(i % 2) +// printf("%3d %3d %3d\n", +// m->indices[i+1], +// m->indices[i], +// m->indices[i+2]); +// else + printf("%d %d %d\n", + m->indices[i], + m->indices[i+1], + m->indices[i+2]); +} + +void +Geometry::buildMeshes(void) +{ + Triangle *tri; + Mesh *mesh; + + if(this->flags & Geometry::NATIVE){ + fprintf(stderr, "WARNING: trying Geometry::buildMeshes() on pre-instanced geometry\n"); + return; + } + + rwFree(this->meshHeader); + this->meshHeader = nil; + int32 numMeshes = this->matList.numMaterials; + if((this->flags & Geometry::TRISTRIP) == 0){ + int32 *numIndices = rwNewT(int32, numMeshes, + MEMDUR_FUNCTION | ID_GEOMETRY); + memset(numIndices, 0, numMeshes*sizeof(int32)); + + // count indices per mesh + tri = this->triangles; + for(int32 i = 0; i < this->numTriangles; i++){ + assert(tri->matId < numMeshes); + numIndices[tri->matId] += 3; + tri++; + } + // setup meshes + this->allocateMeshes(numMeshes, this->numTriangles*3, 0); + mesh = this->meshHeader->getMeshes(); + for(int32 i = 0; i < numMeshes; i++){ + mesh[i].material = this->matList.materials[i]; + mesh[i].numIndices = numIndices[i]; + } + this->meshHeader->setupIndices(); + rwFree(numIndices); + + // now fill in the indices + for(int32 i = 0; i < numMeshes; i++) + mesh[i].numIndices = 0; + tri = this->triangles; + for(int32 i = 0; i < this->numTriangles; i++){ + uint32 idx = mesh[tri->matId].numIndices; + mesh[tri->matId].indices[idx++] = tri->v[0]; + mesh[tri->matId].indices[idx++] = tri->v[1]; + mesh[tri->matId].indices[idx++] = tri->v[2]; + mesh[tri->matId].numIndices = idx; + tri++; + } + }else + this->buildTristrips(); +} + +/* The idea is that even in meshes where winding is not preserved + * every tristrip starts at an even vertex. So find the start of + * strips and insert duplicate vertices if necessary. */ +void +Geometry::correctTristripWinding(void) +{ + MeshHeader *header = this->meshHeader; + if(this->flags & NATIVE || header == nil || + header->flags != MeshHeader::TRISTRIP) + return; + this->meshHeader = nil; + // Allocate no indices, we realloc later + MeshHeader *newhead = this->allocateMeshes(header->numMeshes, 0, 1); + newhead->flags = header->flags; + /* get a temporary working buffer */ + uint16 *indices = rwNewT(uint16, header->totalIndices*2, + MEMDUR_FUNCTION | ID_GEOMETRY); + + Mesh *mesh = header->getMeshes(); + Mesh *newmesh = newhead->getMeshes(); + for(uint16 i = 0; i < header->numMeshes; i++){ + newmesh->numIndices = 0; + newmesh->indices = &indices[newhead->totalIndices]; + newmesh->material = mesh->material; + + bool inStrip = 0; + uint32 j; + for(j = 0; j < mesh->numIndices-2; j++){ + /* Duplicate vertices indicate end of strip */ + if(mesh->indices[j] == mesh->indices[j+1] || + mesh->indices[j+1] == mesh->indices[j+2]) + inStrip = 0; + else if(!inStrip){ + /* Entering strip now, + * make sure winding is correct */ + inStrip = 1; + if(newmesh->numIndices % 2){ + newmesh->indices[newmesh->numIndices] = + newmesh->indices[newmesh->numIndices-1]; + newmesh->numIndices++; + } + } + newmesh->indices[newmesh->numIndices++] = mesh->indices[j]; + } + for(; j < mesh->numIndices; j++) + newmesh->indices[newmesh->numIndices++] = mesh->indices[j]; + newhead->totalIndices += newmesh->numIndices; + + mesh++; + newmesh++; + } + rwFree(header); + // Now allocate indices and copy them + this->allocateMeshes(newhead->numMeshes, newhead->totalIndices, 0); + memcpy(this->meshHeader->getMeshes()->indices, indices, this->meshHeader->totalIndices*2); + rwFree(indices); +} + +void +Geometry::removeUnusedMaterials(void) +{ + if(this->meshHeader == nil) + return; + MeshHeader *mh = this->meshHeader; + Mesh *m = mh->getMeshes(); + for(uint32 i = 0; i < mh->numMeshes; i++) + if(m[i].indices == nil) + return; + + int32 *map = rwNewT(int32, this->matList.numMaterials, + MEMDUR_FUNCTION | ID_GEOMETRY); + Material **materials = rwNewT(Material*,this->matList.numMaterials, + MEMDUR_EVENT | ID_MATERIAL); + int32 numMaterials = 0; + /* Build new material list and map */ + for(uint32 i = 0; i < mh->numMeshes; i++){ + if(m[i].numIndices <= 0) + continue; + materials[numMaterials] = m[i].material; + m[i].material->addRef(); + int32 oldid = this->matList.findIndex(m[i].material); + map[oldid] = numMaterials; + numMaterials++; + } + for(int32 i = 0; i < this->matList.numMaterials; i++) + this->matList.materials[i]->destroy(); + rwFree(this->matList.materials); + this->matList.materials = materials; + this->matList.space = this->matList.numMaterials; + this->matList.numMaterials = numMaterials; + + /* Build new meshes */ + this->meshHeader = nil; + MeshHeader *newmh = this->allocateMeshes(numMaterials, mh->totalIndices, 0); + newmh->flags = mh->flags; + Mesh *newm = newmh->getMeshes(); + for(uint32 i = 0; i < mh->numMeshes; i++){ + if(m[i].numIndices <= 0) + continue; + newm->numIndices = m[i].numIndices; + newm->material = m[i].material; + newm++; + } + newmh->setupIndices(); + /* Copy indices */ + newm = newmh->getMeshes();; + for(uint32 i = 0; i < mh->numMeshes; i++){ + if(m[i].numIndices <= 0) + continue; + memcpy(newm->indices, m[i].indices, + m[i].numIndices*sizeof(*m[i].indices)); + newm++; + } + rwFree(mh); + + /* Remap triangle material IDs */ + for(int32 i = 0; i < this->numTriangles; i++) + this->triangles[i].matId = map[this->triangles[i].matId]; + rwFree(map); +} + +Sphere +MorphTarget::calculateBoundingSphere(void) const +{ + Sphere sphere; + V3d min = { 1000000.0f, 1000000.0f, 1000000.0f }; + V3d max = { -1000000.0f, -1000000.0f, -1000000.0f }; + V3d *v = this->vertices; + for(int32 j = 0; j < this->parent->numVertices; j++){ + if(v->x > max.x) max.x = v->x; + if(v->x < min.x) min.x = v->x; + if(v->y > max.y) max.y = v->y; + if(v->y < min.y) min.y = v->y; + if(v->z > max.z) max.z = v->z; + if(v->z < min.z) min.z = v->z; + v++; + } + sphere.center = scale(add(min, max), 1/2.0f); + max = sub(max, sphere.center); + sphere.radius = length(max); + return sphere; +} + + +// +// MaterialList +// +#undef PLUGIN_ID +#define PLUGIN_ID ID_MATERIAL + +void +MaterialList::init(void) +{ + this->materials = nil; + this->numMaterials = 0; + this->space = 0; +} + +void +MaterialList::deinit(void) +{ + if(this->materials){ + for(int32 i = 0; i < this->numMaterials; i++) + this->materials[i]->destroy(); + rwFree(this->materials); + this->materials = nil; + } +} + +int32 +MaterialList::appendMaterial(Material *mat) +{ + Material **ml; + int32 space; + if(this->numMaterials >= this->space){ + space = this->space + 20; + if(this->materials) + ml = rwReallocT(Material*, this->materials, space, + MEMDUR_EVENT | ID_MATERIAL); + else + ml = rwMallocT(Material*, space, MEMDUR_EVENT | ID_MATERIAL); + if(ml == nil) + return -1; + this->space = space; + this->materials = ml; + } + this->materials[this->numMaterials++] = mat; + mat->addRef(); + return this->numMaterials-1; +} + +int32 +MaterialList::findIndex(Material *mat) +{ + for(int32 i = 0; i < this->numMaterials; i++) + if(this->materials[i] == mat) + return i; + return -1; +} + +MaterialList* +MaterialList::streamRead(Stream *stream, MaterialList *matlist) +{ + int32 *indices = nil; + int32 numMat; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + matlist->init(); + numMat = stream->readI32(); + if(numMat == 0) + return matlist; + matlist->materials = rwMallocT(Material*,numMat, MEMDUR_EVENT | ID_MATERIAL); + if(matlist->materials == nil) + goto fail; + matlist->space = numMat; + + indices = (int32*)rwMalloc(numMat*4, MEMDUR_FUNCTION | ID_MATERIAL); + stream->read32(indices, numMat*4); + + Material *m; + for(int32 i = 0; i < numMat; i++){ + if(indices[i] >= 0){ + m = matlist->materials[indices[i]]; + m->addRef(); + }else{ + if(!findChunk(stream, ID_MATERIAL, nil, nil)){ + RWERROR((ERR_CHUNK, "MATERIAL")); + goto fail; + } + m = Material::streamRead(stream); + if(m == nil) + goto fail; + } + matlist->appendMaterial(m); + m->destroy(); + } + rwFree(indices); + return matlist; +fail: + rwFree(indices); + matlist->deinit(); + return nil; +} + +bool +MaterialList::streamWrite(Stream *stream) +{ + uint32 size = this->streamGetSize(); + writeChunkHeader(stream, ID_MATLIST, size); + writeChunkHeader(stream, ID_STRUCT, 4 + this->numMaterials*4); + stream->writeI32(this->numMaterials); + + int32 idx; + for(int32 i = 0; i < this->numMaterials; i++){ + idx = -1; + for(int32 j = i-1; j >= 0; j--) + if(this->materials[i] == this->materials[j]){ + idx = j; + break; + } + stream->writeI32(idx); + } + for(int32 i = 0; i < this->numMaterials; i++){ + for(int32 j = i-1; j >= 0; j--) + if(this->materials[i] == this->materials[j]) + goto found; + this->materials[i]->streamWrite(stream); + found:; + } + return true; +} + +uint32 +MaterialList::streamGetSize(void) +{ + uint32 size = 12 + 4 + this->numMaterials*4; + for(int32 i = 0; i < this->numMaterials; i++){ + for(int32 j = i-1; j >= 0; j--) + if(this->materials[i] == this->materials[j]) + goto found; + size += 12 + this->materials[i]->streamGetSize(); + found:; + } + return size; +} + +// +// Material +// + +Material* +Material::create(void) +{ + Material *mat = (Material*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_MATERIAL); + if(mat == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + mat->texture = nil; + memset(&mat->color, 0xFF, 4); + mat->surfaceProps = defaultSurfaceProps; + mat->pipeline = nil; + mat->refCount = 1; + s_plglist.construct(mat); + return mat; +} + +Material* +Material::clone(void) +{ + Material *mat = Material::create(); + if(mat == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + mat->color = this->color; + mat->surfaceProps = this->surfaceProps; + if(this->texture) + mat->setTexture(this->texture); + mat->pipeline = this->pipeline; + s_plglist.copy(mat, this); + return mat; +} + +void +Material::destroy(void) +{ + this->refCount--; + if(this->refCount <= 0){ + s_plglist.destruct(this); + if(this->texture) + this->texture->destroy(); + rwFree(this); + numAllocated--; + } +} + +void +Material::setTexture(Texture *tex) +{ + if(this->texture) + this->texture->destroy(); + if(tex) + tex->addRef(); + this->texture = tex; +} + +struct MatStreamData +{ + int32 flags; // unused according to RW + RGBA color; + int32 unused; + int32 textured; +}; + +static uint32 materialRights[2]; + +Material* +Material::streamRead(Stream *stream) +{ + uint32 length, version; + MatStreamData buf; + + if(!findChunk(stream, ID_STRUCT, nil, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read8(&buf, sizeof(buf)); + RGBA col = buf.color; + memNative32(&buf, sizeof(buf)); + buf.color = col; + Material *mat = Material::create(); + if(mat == nil) + return nil; + mat->color = buf.color; + if(version < 0x30400) + mat->surfaceProps = defaultSurfaceProps; + else + stream->read32(&mat->surfaceProps, sizeof(SurfaceProperties)); + if(buf.textured){ + if(!findChunk(stream, ID_TEXTURE, &length, nil)){ + RWERROR((ERR_CHUNK, "TEXTURE")); + goto fail; + } + mat->texture = Texture::streamRead(stream); + } + + materialRights[0] = 0; + if(!s_plglist.streamRead(stream, mat)) + goto fail; + if(materialRights[0]) + s_plglist.assertRights(mat, materialRights[0], materialRights[1]); + return mat; + +fail: + mat->destroy(); + return nil; +} + +bool +Material::streamWrite(Stream *stream) +{ + MatStreamData buf; + + writeChunkHeader(stream, ID_MATERIAL, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, sizeof(MatStreamData) + + (rw::version >= 0x30400 ? 12 : 0)); + + buf.color = this->color; + buf.flags = 0; + buf.unused = 0; + buf.textured = this->texture != nil; + memLittle32(&buf, sizeof(buf)); + buf.color = this->color; + stream->write8(&buf, sizeof(buf)); + + if(rw::version >= 0x30400){ + float32 surfaceProps[3]; + surfaceProps[0] = this->surfaceProps.ambient; + surfaceProps[1] = this->surfaceProps.specular; + surfaceProps[2] = this->surfaceProps.diffuse; + stream->write32(surfaceProps, sizeof(surfaceProps)); + } + + if(this->texture) + this->texture->streamWrite(stream); + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Material::streamGetSize(void) +{ + uint32 size = 0; + size += 12 + sizeof(MatStreamData); + if(rw::version >= 0x30400) + size += 12; + if(this->texture) + size += 12 + this->texture->streamGetSize(); + size += 12 + s_plglist.streamGetSize(this); + return size; +} + +// Material Rights plugin + +static Stream* +readMaterialRights(Stream *stream, int32, void *, int32, int32) +{ + stream->read32(materialRights, 8); +// printf("materialrights: %X %X\n", materialRights[0], materialRights[1]); + return stream; +} + +static Stream* +writeMaterialRights(Stream *stream, int32, void *object, int32, int32) +{ + Material *material = (Material*)object; + uint32 buffer[2]; + buffer[0] = material->pipeline->pluginID; + buffer[1] = material->pipeline->pluginData; + stream->write32(buffer, 8); + return stream; +} + +static int32 +getSizeMaterialRights(void *object, int32, int32) +{ + Material *material = (Material*)object; + if(material->pipeline == nil || material->pipeline->pluginID == 0) + return 0; + return 8; +} + +void +registerMaterialRightsPlugin(void) +{ + Material::registerPlugin(0, ID_RIGHTTORENDER, nil, nil, nil); + Material::registerPluginStream(ID_RIGHTTORENDER, + readMaterialRights, + writeMaterialRights, + getSizeMaterialRights); +} + + +} diff --git a/src/geoplg.cpp b/src/geoplg.cpp new file mode 100644 index 0000000..c1e1356 --- /dev/null +++ b/src/geoplg.cpp @@ -0,0 +1,339 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwanim.h" +#include "rwplugins.h" +#include "ps2/rwps2.h" +#include "ps2/rwps2plg.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "gl/rwwdgl.h" +#include "gl/rwgl3.h" + +#define PLUGIN_ID 2 + +namespace rw { + +static uint16 nextSerialNum = 1; + +// Mesh + +// Allocate a mesh header, meshes and optionally indices. +// If existing meshes already exist, retain their information. +MeshHeader* +Geometry::allocateMeshes(int32 numMeshes, uint32 numIndices, bool32 noIndices) +{ + uint32 sz; + MeshHeader *mh; + Mesh *m; + uint16 *indices; + int32 oldNumMeshes; + int32 i; + sz = sizeof(MeshHeader) + numMeshes*sizeof(Mesh); + if(!noIndices) + sz += numIndices*sizeof(uint16); + if(this->meshHeader){ + oldNumMeshes = this->meshHeader->numMeshes; + mh = (MeshHeader*)rwResize(this->meshHeader, sz, MEMDUR_EVENT | ID_GEOMETRY); + this->meshHeader = mh; + }else{ + oldNumMeshes = 0; + mh = (MeshHeader*)rwNew(sz, MEMDUR_EVENT | ID_GEOMETRY); + mh->flags = 0; + this->meshHeader = mh; + } + mh->numMeshes = numMeshes; + mh->serialNum = nextSerialNum++; + mh->totalIndices = numIndices; + m = mh->getMeshes(); + indices = (uint16*)&m[numMeshes]; + for(i = 0; i < mh->numMeshes; i++){ + // keep these + if(i >= oldNumMeshes){ + m->material = nil; + m->numIndices = 0; + } + // always init indices + if(noIndices) + m->indices = nil; + else{ + m->indices = indices; + indices += m->numIndices; + } + m++; + } + return mh; +} + +void +MeshHeader::setupIndices(void) +{ + int32 i; + uint16 *indices; + Mesh *m; + m = this->getMeshes(); + indices = m->indices; + // return if native + if(indices == nil) + return; + for(i = 0; i < this->numMeshes; i++){ + m->indices = indices; + indices += m->numIndices; + m++; + } +} + +struct MeshHeaderStream +{ + uint32 flags; + uint32 numMeshes; + uint32 totalIndices; +}; + +struct MeshStream +{ + uint32 numIndices; + int32 matIndex; +}; + +static Stream* +readMesh(Stream *stream, int32 len, void *object, int32, int32) +{ + MeshHeaderStream mhs; + MeshStream ms; + MeshHeader *mh; + Mesh *mesh; + int32 indbuf[256]; + uint16 *indices; + Geometry *geo = (Geometry*)object; + + stream->read32(&mhs, sizeof(MeshHeaderStream)); + // Have to do this dance for War Drum's meshes + bool32 hasData = len > int32(sizeof(MeshHeaderStream)+mhs.numMeshes*sizeof(MeshStream)); + assert(geo->meshHeader == nil); + geo->meshHeader = nil; + mh = geo->allocateMeshes(mhs.numMeshes, mhs.totalIndices, + geo->flags & Geometry::NATIVE && !hasData); + mh->flags = mhs.flags; + + mesh = mh->getMeshes(); + indices = mesh->indices; + for(uint32 i = 0; i < mh->numMeshes; i++){ + stream->read32(&ms, sizeof(MeshStream)); + mesh->numIndices = ms.numIndices; + mesh->material = geo->matList.materials[ms.matIndex]; + if(geo->flags & Geometry::NATIVE){ + // War Drum OpenGL stores uint16 indices here + if(hasData){ + mesh->indices = indices; + indices += mesh->numIndices; + stream->read16(mesh->indices, + mesh->numIndices*2); + } + }else{ + mesh->indices = indices; + indices += mesh->numIndices; + uint16 *ind = mesh->indices; + int32 numIndices = mesh->numIndices; + for(; numIndices > 0; numIndices -= 256){ + int32 n = numIndices < 256 ? numIndices : 256; + stream->read32(indbuf, n*4); + for(int32 j = 0; j < n; j++) + ind[j] = indbuf[j]; + ind += n; + } + } + mesh++; + } + return stream; +} + +static Stream* +writeMesh(Stream *stream, int32, void *object, int32, int32) +{ + MeshHeaderStream mhs; + MeshStream ms; + int32 indbuf[256]; + Geometry *geo = (Geometry*)object; + mhs.flags = geo->meshHeader->flags; + mhs.numMeshes = geo->meshHeader->numMeshes; + mhs.totalIndices = geo->meshHeader->totalIndices; + stream->write32(&mhs, sizeof(MeshHeaderStream)); + Mesh *mesh = geo->meshHeader->getMeshes(); + for(uint32 i = 0; i < geo->meshHeader->numMeshes; i++){ + ms.numIndices = mesh->numIndices; + ms.matIndex = geo->matList.findIndex(mesh->material); + stream->write32(&ms, sizeof(MeshStream)); + if(geo->flags & Geometry::NATIVE){ + assert(geo->instData != nil); + if(geo->instData->platform == PLATFORM_WDGL) + stream->write16(mesh->indices, + mesh->numIndices*2); + }else{ + uint16 *ind = mesh->indices; + int32 numIndices = mesh->numIndices; + for(; numIndices > 0; numIndices -= 256){ + int32 n = numIndices < 256 ? numIndices : 256; + for(int32 j = 0; j < n; j++) + indbuf[j] = ind[j]; + stream->write32(indbuf, n*4); + ind += n; + } + } + mesh++; + } + return stream; +} + +static int32 +getSizeMesh(void *object, int32, int32) +{ + Geometry *geo = (Geometry*)object; + if(geo->meshHeader == nil) + return -1; + int32 size = 12 + geo->meshHeader->numMeshes*8; + if(geo->flags & Geometry::NATIVE){ + assert(geo->instData != nil); + if(geo->instData->platform == PLATFORM_WDGL) + size += geo->meshHeader->totalIndices*2; + }else{ + size += geo->meshHeader->totalIndices*4; + } + return size; +} + +void +registerMeshPlugin(void) +{ + Geometry::registerPlugin(0, ID_MESH, nil, nil, nil); + Geometry::registerPluginStream(ID_MESH, readMesh, writeMesh, getSizeMesh); +} + +// Returns the maximum number of triangles. Just so +// we can allocate enough before instancing. This does not +// take into account degerate triangles or ADC bits as +// we don't look at the data. +uint32 +MeshHeader::guessNumTriangles(void) +{ + if(this->flags == MeshHeader::TRISTRIP) + return this->totalIndices - 2*this->numMeshes; + else + return this->totalIndices/3; +} + +// Native Data + +static void* +destroyNativeData(void *object, int32 offset, int32 size) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil) + return object; + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::destroyNativeData(object, offset, size); + if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::destroyNativeData(object, offset, size); + if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::destroyNativeData(object, offset, size); + if(geometry->instData->platform == PLATFORM_D3D8) + return d3d8::destroyNativeData(object, offset, size); + if(geometry->instData->platform == PLATFORM_D3D9) + return d3d9::destroyNativeData(object, offset, size); + if(geometry->instData->platform == PLATFORM_GL3) + return gl3::destroyNativeData(object, offset, size); + return object; +} + +static Stream* +readNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s) +{ + ChunkHeaderInfo header; + uint32 libid; + uint32 platform; + // ugly hack to find out platform + stream->seek(-4); + libid = stream->readU32(); + readChunkHeaderInfo(stream, &header); + if(header.type == ID_STRUCT && + libraryIDPack(header.version, header.build) == libid){ + platform = stream->readU32(); + stream->seek(-16); + if(platform == PLATFORM_PS2) + return ps2::readNativeData(stream, len, object, o, s); + else if(platform == PLATFORM_XBOX) + return xbox::readNativeData(stream, len, object, o, s); + else if(platform == PLATFORM_D3D8) + return d3d8::readNativeData(stream, len, object, o, s); + else if(platform == PLATFORM_D3D9) + return d3d9::readNativeData(stream, len, object, o, s); + else{ + fprintf(stderr, "unknown platform %d\n", platform); + stream->seek(len); + } + }else{ + stream->seek(-12); + wdgl::readNativeData(stream, len, object, o, s); + } + return stream; +} + +static Stream* +writeNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil) + return stream; + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::writeNativeData(stream, len, object, o, s); + else if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::writeNativeData(stream, len, object, o, s); + else if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::writeNativeData(stream, len, object, o, s); + else if(geometry->instData->platform == PLATFORM_D3D8) + return d3d8::writeNativeData(stream, len, object, o, s); + else if(geometry->instData->platform == PLATFORM_D3D9) + return d3d9::writeNativeData(stream, len, object, o, s); + return stream; +} + +static int32 +getSizeNativeData(void *object, int32 offset, int32 size) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil) + return 0; + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::getSizeNativeData(object, offset, size); + else if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::getSizeNativeData(object, offset, size); + else if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::getSizeNativeData(object, offset, size); + else if(geometry->instData->platform == PLATFORM_D3D8) + return d3d8::getSizeNativeData(object, offset, size); + else if(geometry->instData->platform == PLATFORM_D3D9) + return d3d9::getSizeNativeData(object, offset, size); + return 0; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + +} diff --git a/src/gl/gl3.cpp b/src/gl/gl3.cpp new file mode 100644 index 0000000..b876fc9 --- /dev/null +++ b/src/gl/gl3.cpp @@ -0,0 +1,56 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" + +#include "rwgl3impl.h" + +namespace rw { +namespace gl3 { + +// TODO: make some of these things platform-independent + +static void* +driverOpen(void *o, int32, int32) +{ +#ifdef RW_OPENGL + engine->driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline(); +#endif + engine->driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset; + engine->driver[PLATFORM_GL3]->rasterCreate = rasterCreate; + engine->driver[PLATFORM_GL3]->rasterLock = rasterLock; + engine->driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock; + engine->driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels; + engine->driver[PLATFORM_GL3]->imageFindRasterFormat = imageFindRasterFormat; + engine->driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage; + engine->driver[PLATFORM_GL3]->rasterToImage = rasterToImage; + + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_GL3, 0, PLATFORM_GL3, + driverOpen, driverClose); + registerNativeRaster(); +} + +} +} diff --git a/src/gl/gl3device.cpp b/src/gl/gl3device.cpp new file mode 100644 index 0000000..be7863c --- /dev/null +++ b/src/gl/gl3device.cpp @@ -0,0 +1,2411 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#ifdef RW_OPENGL + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3impl.h" + +#define PLUGIN_ID 0 + +namespace rw { +namespace gl3 { + +GlGlobals glGlobals; + +Gl3Caps gl3Caps; +// terrible hack for GLES +bool32 needToReadBackTextures; + +int32 alphaFunc; +float32 alphaRef; + +struct UniformState +{ + float32 alphaRefLow; + float32 alphaRefHigh; + int32 pad[2]; + + float32 fogStart; + float32 fogEnd; + float32 fogRange; + float32 fogDisable; + + RGBAf fogColor; +}; + +struct UniformScene +{ + float32 proj[16]; + float32 view[16]; +}; + +#define MAX_LIGHTS 8 + +struct UniformObject +{ + RawMatrix world; + RGBAf ambLight; + struct { + float type; + float radius; + float minusCosAngle; + float hardSpot; + } lightParams[MAX_LIGHTS]; + V4d lightPosition[MAX_LIGHTS]; + V4d lightDirection[MAX_LIGHTS]; + RGBAf lightColor[MAX_LIGHTS]; +}; + +const char *shaderDecl120 = +"#version 120\n" +"#define GL2\n" +"#define texture texture2D\n" +"#define VSIN(index) attribute\n" +"#define VSOUT varying\n" +"#define FSIN varying\n" +"#define FRAGCOLOR(c) (gl_FragColor = c)\n"; +const char *shaderDecl330 = +"#version 330\n" +"#define VSIN(index) layout(location = index) in\n" +"#define VSOUT out\n" +"#define FSIN in\n" +"#define FRAGCOLOR(c) (fragColor = c)\n"; +const char *shaderDecl100es = +"#version 100\n" +"#define GL2\n" +"#define texture texture2D\n" +"#define VSIN(index) attribute\n" +"#define VSOUT varying\n" +"#define FSIN varying\n" +"#define FRAGCOLOR(c) (gl_FragColor = c)\n" +"precision highp float;\n" +"precision highp int;\n"; +const char *shaderDecl310es = +"#version 310 es\n" +"#define VSIN(index) layout(location = index) in\n" +"#define VSOUT out\n" +"#define FSIN in\n" +"#define FRAGCOLOR(c) (fragColor = c)\n" +"precision highp float;\n" +"precision highp int;\n"; + +const char *shaderDecl; + +// this needs a define in the shaders as well! +//#define RW_GL_USE_UBOS + +static GLuint vao; +#ifdef RW_GL_USE_UBOS +static GLuint ubo_state, ubo_scene, ubo_object; +#endif +static GLuint whitetex; +static UniformState uniformState; +static UniformScene uniformScene; +static UniformObject uniformObject; + +#ifndef RW_GL_USE_UBOS +// State +int32 u_alphaRef; +int32 u_fogData; +int32 u_fogColor; + +// Scene +int32 u_proj; +int32 u_view; + +// Object +int32 u_world; +int32 u_ambLight; +int32 u_lightParams; +int32 u_lightPosition; +int32 u_lightDirection; +int32 u_lightColor; +#endif + +int32 u_matColor; +int32 u_surfProps; + +Shader *defaultShader, *defaultShader_noAT; +Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT; + +static bool32 stateDirty = 1; +static bool32 sceneDirty = 1; +static bool32 objectDirty = 1; + +struct RwRasterStateCache { + Raster *raster; + Texture::Addressing addressingU; + Texture::Addressing addressingV; + Texture::FilterMode filter; +}; + +#define MAXNUMSTAGES 8 + +// cached RW render states +struct RwStateCache { + bool32 vertexAlpha; + uint32 alphaTestEnable; + uint32 alphaFunc; + bool32 textureAlpha; + bool32 blendEnable; + uint32 srcblend, destblend; + uint32 zwrite; + uint32 ztest; + uint32 cullmode; + uint32 stencilenable; + uint32 stencilpass; + uint32 stencilfail; + uint32 stencilzfail; + uint32 stencilfunc; + uint32 stencilref; + uint32 stencilmask; + uint32 stencilwritemask; + uint32 fogEnable; + float32 fogStart; + float32 fogEnd; + + // emulation of PS2 GS + bool32 gsalpha; + uint32 gsalpharef; + + RwRasterStateCache texstage[MAXNUMSTAGES]; +}; +static RwStateCache rwStateCache; + +enum +{ + // actual gl states + RWGL_BLEND, + RWGL_SRCBLEND, + RWGL_DESTBLEND, + RWGL_DEPTHTEST, + RWGL_DEPTHFUNC, + RWGL_DEPTHMASK, + RWGL_CULL, + RWGL_CULLFACE, + RWGL_STENCIL, + RWGL_STENCILFUNC, + RWGL_STENCILFAIL, + RWGL_STENCILZFAIL, + RWGL_STENCILPASS, + RWGL_STENCILREF, + RWGL_STENCILMASK, + RWGL_STENCILWRITEMASK, + + // uniforms + RWGL_ALPHAFUNC, + RWGL_ALPHAREF, + RWGL_FOG, + RWGL_FOGSTART, + RWGL_FOGEND, + RWGL_FOGCOLOR, + + RWGL_NUM_STATES +}; +static bool uniformStateDirty[RWGL_NUM_STATES]; + +struct GlState { + bool32 blendEnable; + uint32 srcblend, destblend; + + bool32 depthTest; + uint32 depthFunc; + + uint32 depthMask; + + bool32 cullEnable; + uint32 cullFace; + + bool32 stencilEnable; + // glStencilFunc + uint32 stencilFunc; + uint32 stencilRef; + uint32 stencilMask; + // glStencilOp + uint32 stencilPass; + uint32 stencilFail; + uint32 stencilZFail; + // glStencilMask + uint32 stencilWriteMask; +}; +static GlState curGlState, oldGlState; + +static int32 activeTexture; +static uint32 boundTexture[MAXNUMSTAGES]; + +static uint32 currentFramebuffer; + +static uint32 blendMap[] = { + GL_ZERO, // actually invalid + GL_ZERO, + GL_ONE, + GL_SRC_COLOR, + GL_ONE_MINUS_SRC_COLOR, + GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, + GL_DST_ALPHA, + GL_ONE_MINUS_DST_ALPHA, + GL_DST_COLOR, + GL_ONE_MINUS_DST_COLOR, + GL_SRC_ALPHA_SATURATE, +}; + +static uint32 stencilOpMap[] = { + GL_KEEP, // actually invalid + GL_KEEP, + GL_ZERO, + GL_REPLACE, + GL_INCR, + GL_DECR, + GL_INVERT, + GL_INCR_WRAP, + GL_DECR_WRAP +}; + +static uint32 stencilFuncMap[] = { + GL_NEVER, // actually invalid + GL_NEVER, + GL_LESS, + GL_EQUAL, + GL_LEQUAL, + GL_GREATER, + GL_NOTEQUAL, + GL_GEQUAL, + GL_ALWAYS +}; + +static float maxAnisotropy; + +/* + * GL state cache + */ + +void +setGlRenderState(uint32 state, uint32 value) +{ + switch(state){ + case RWGL_BLEND: curGlState.blendEnable = value; break; + case RWGL_SRCBLEND: curGlState.srcblend = value; break; + case RWGL_DESTBLEND: curGlState.destblend = value; break; + case RWGL_DEPTHTEST: curGlState.depthTest = value; break; + case RWGL_DEPTHFUNC: curGlState.depthFunc = value; break; + case RWGL_DEPTHMASK: curGlState.depthMask = value; break; + case RWGL_CULL: curGlState.cullEnable = value; break; + case RWGL_CULLFACE: curGlState.cullFace = value; break; + case RWGL_STENCIL: curGlState.stencilEnable = value; break; + case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break; + case RWGL_STENCILFAIL: curGlState.stencilFail = value; break; + case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break; + case RWGL_STENCILPASS: curGlState.stencilPass = value; break; + case RWGL_STENCILREF: curGlState.stencilRef = value; break; + case RWGL_STENCILMASK: curGlState.stencilMask = value; break; + case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break; + } +} + +void +flushGlRenderState(void) +{ + if(oldGlState.blendEnable != curGlState.blendEnable){ + oldGlState.blendEnable = curGlState.blendEnable; + (oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND); + } + + if(oldGlState.srcblend != curGlState.srcblend || + oldGlState.destblend != curGlState.destblend){ + oldGlState.srcblend = curGlState.srcblend; + oldGlState.destblend = curGlState.destblend; + glBlendFunc(oldGlState.srcblend, oldGlState.destblend); + } + + if(oldGlState.depthTest != curGlState.depthTest){ + oldGlState.depthTest = curGlState.depthTest; + (oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST); + } + if(oldGlState.depthFunc != curGlState.depthFunc){ + oldGlState.depthFunc = curGlState.depthFunc; + glDepthFunc(oldGlState.depthFunc); + } + if(oldGlState.depthMask != curGlState.depthMask){ + oldGlState.depthMask = curGlState.depthMask; + glDepthMask(oldGlState.depthMask); + } + + if(oldGlState.stencilEnable != curGlState.stencilEnable){ + oldGlState.stencilEnable = curGlState.stencilEnable; + (oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST); + } + if(oldGlState.stencilFunc != curGlState.stencilFunc || + oldGlState.stencilRef != curGlState.stencilRef || + oldGlState.stencilMask != curGlState.stencilMask){ + oldGlState.stencilFunc = curGlState.stencilFunc; + oldGlState.stencilRef = curGlState.stencilRef; + oldGlState.stencilMask = curGlState.stencilMask; + glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask); + } + if(oldGlState.stencilPass != curGlState.stencilPass || + oldGlState.stencilFail != curGlState.stencilFail || + oldGlState.stencilZFail != curGlState.stencilZFail){ + oldGlState.stencilPass = curGlState.stencilPass; + oldGlState.stencilFail = curGlState.stencilFail; + oldGlState.stencilZFail = curGlState.stencilZFail; + glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass); + } + if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){ + oldGlState.stencilWriteMask = curGlState.stencilWriteMask; + glStencilMask(oldGlState.stencilWriteMask); + } + + if(oldGlState.cullEnable != curGlState.cullEnable){ + oldGlState.cullEnable = curGlState.cullEnable; + (oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE); + } + if(oldGlState.cullFace != curGlState.cullFace){ + oldGlState.cullFace = curGlState.cullFace; + glCullFace(oldGlState.cullFace); + } +} + + + +void +setAlphaBlend(bool32 enable) +{ + if(rwStateCache.blendEnable != enable){ + rwStateCache.blendEnable = enable; + setGlRenderState(RWGL_BLEND, enable); + } +} + +bool32 +getAlphaBlend(void) +{ + return rwStateCache.blendEnable; +} + +bool32 getAlphaTest(void) { return rwStateCache.alphaTestEnable; } + +static void +setDepthTest(bool32 enable) +{ + if(rwStateCache.ztest != enable){ + rwStateCache.ztest = enable; + if(rwStateCache.zwrite && !enable){ + // If we still want to write, enable but set mode to always + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); + }else{ + setGlRenderState(RWGL_DEPTHTEST, rwStateCache.ztest); + setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); + } + } +} + +static void +setDepthWrite(bool32 enable) +{ + enable = enable ? GL_TRUE : GL_FALSE; + if(rwStateCache.zwrite != enable){ + rwStateCache.zwrite = enable; + if(enable && !rwStateCache.ztest){ + // Have to switch on ztest so writing can work + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); + } + setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); + } +} + +static void +setAlphaTest(bool32 enable) +{ + uint32 shaderfunc; + if(rwStateCache.alphaTestEnable != enable){ + rwStateCache.alphaTestEnable = enable; + shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; + if(alphaFunc != shaderfunc){ + alphaFunc = shaderfunc; + uniformStateDirty[RWGL_ALPHAFUNC] = true; + stateDirty = 1; + } + } +} + +static void +setAlphaTestFunction(uint32 function) +{ + uint32 shaderfunc; + if(rwStateCache.alphaFunc != function){ + rwStateCache.alphaFunc = function; + shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; + if(alphaFunc != shaderfunc){ + alphaFunc = shaderfunc; + uniformStateDirty[RWGL_ALPHAFUNC] = true; + stateDirty = 1; + } + } +} + +static void +setVertexAlpha(bool32 enable) +{ + if(rwStateCache.vertexAlpha != enable){ + if(!rwStateCache.textureAlpha){ + setAlphaBlend(enable); + setAlphaTest(enable); + } + rwStateCache.vertexAlpha = enable; + } +} + +static void +setActiveTexture(int32 n) +{ + if(activeTexture != n){ + activeTexture = n; + glActiveTexture(GL_TEXTURE0+n); + } +} + +uint32 +bindTexture(uint32 texid) +{ + uint32 prev = boundTexture[activeTexture]; + if(prev != texid){ + boundTexture[activeTexture] = texid; + glBindTexture(GL_TEXTURE_2D, texid); + } + return prev; +} + +void +bindFramebuffer(uint32 fbo) +{ + if(currentFramebuffer != fbo){ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + currentFramebuffer = fbo; + } +} + +static GLint filterConvMap_NoMIP[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR +}; +static GLint filterConvMap_MIP[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, + GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR +}; + +static GLint addressConvMap[] = { + 0, GL_REPEAT, GL_MIRRORED_REPEAT, + GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER +}; + +static void +setFilterMode(uint32 stage, int32 filter, int32 maxAniso = 1) +{ + if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){ + rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); + if(natras->filterMode != filter){ + setActiveTexture(stage); + if(natras->autogenMipmap || natras->numLevels > 1){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + }else{ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + } + natras->filterMode = filter; + } + if(natras->maxAnisotropy != maxAniso){ + setActiveTexture(stage); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAniso); + natras->maxAnisotropy = maxAniso; + } + } + } +} + +static void +setAddressU(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + if(natras->addressU == addressing){ + setActiveTexture(stage); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addressing]); + natras->addressU = addressing; + } + } + } +} + +static void +setAddressV(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); + if(natras->addressV == addressing){ + setActiveTexture(stage); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addressing]); + natras->addressV = addressing; + } + } + } +} + +static void +setRasterStageOnly(uint32 stage, Raster *raster) +{ + bool32 alpha; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + setActiveTexture(stage); + if(raster){ + assert(raster->platform == PLATFORM_GL3); + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + bindTexture(natras->texid); + + rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode; + rwStateCache.texstage[stage].addressingU = (rw::Texture::Addressing)natras->addressU; + rwStateCache.texstage[stage].addressingV = (rw::Texture::Addressing)natras->addressV; + + alpha = natras->hasAlpha; + }else{ + bindTexture(whitetex); + alpha = 0; + } + + if(stage == 0){ + if(alpha != rwStateCache.textureAlpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setAlphaBlend(alpha); + setAlphaTest(alpha); + } + } + } + } +} + +static void +setRasterStage(uint32 stage, Raster *raster) +{ + bool32 alpha; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + setActiveTexture(stage); + if(raster){ + assert(raster->platform == PLATFORM_GL3); + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + bindTexture(natras->texid); + uint32 filter = rwStateCache.texstage[stage].filter; + uint32 addrU = rwStateCache.texstage[stage].addressingU; + uint32 addrV = rwStateCache.texstage[stage].addressingV; + if(natras->filterMode != filter){ + if(natras->autogenMipmap || natras->numLevels > 1){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + }else{ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + } + natras->filterMode = filter; + } + if(natras->addressU != addrU){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addrU]); + natras->addressU = addrU; + } + if(natras->addressV != addrV){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addrV]); + natras->addressV = addrV; + } + alpha = natras->hasAlpha; + }else{ + bindTexture(whitetex); + alpha = 0; + } + + if(stage == 0){ + if(alpha != rwStateCache.textureAlpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setAlphaBlend(alpha); + setAlphaTest(alpha); + } + } + } + } +} + +void +evictRaster(Raster *raster) +{ + int i; + for(i = 0; i < MAXNUMSTAGES; i++){ + //assert(rwStateCache.texstage[i].raster != raster); + if(rwStateCache.texstage[i].raster != raster) + continue; + setRasterStage(i, nil); + } +} + +void +setTexture(int32 stage, Texture *tex) +{ + if(tex == nil || tex->raster == nil){ + setRasterStage(stage, nil); + return; + } + setRasterStageOnly(stage, tex->raster); + setFilterMode(stage, tex->getFilter(), tex->getMaxAnisotropy()); + setAddressU(stage, tex->getAddressU()); + setAddressV(stage, tex->getAddressV()); +} + +static void +setRenderState(int32 state, void *pvalue) +{ + uint32 value = (uint32)(uintptr)pvalue; + switch(state){ + case TEXTURERASTER: + setRasterStage(0, (Raster*)pvalue); + break; + case TEXTUREADDRESS: + setAddressU(0, value); + setAddressV(0, value); + break; + case TEXTUREADDRESSU: + setAddressU(0, value); + break; + case TEXTUREADDRESSV: + setAddressV(0, value); + break; + case TEXTUREFILTER: + setFilterMode(0, value); + break; + case VERTEXALPHA: + setVertexAlpha(value); + break; + case SRCBLEND: + if(rwStateCache.srcblend != value){ + rwStateCache.srcblend = value; + setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); + } + break; + case DESTBLEND: + if(rwStateCache.destblend != value){ + rwStateCache.destblend = value; + setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); + } + break; + case ZTESTENABLE: + setDepthTest(value); + break; + case ZWRITEENABLE: + setDepthWrite(value); + break; + case FOGENABLE: + if(rwStateCache.fogEnable != value){ + rwStateCache.fogEnable = value; + uniformStateDirty[RWGL_FOG] = true; + stateDirty = 1; + } + break; + case FOGCOLOR: + // no cache check here...too lazy + RGBA c; + c.red = value; + c.green = value>>8; + c.blue = value>>16; + c.alpha = value>>24; + convColor(&uniformState.fogColor, &c); + uniformStateDirty[RWGL_FOGCOLOR] = true; + stateDirty = 1; + break; + case CULLMODE: + if(rwStateCache.cullmode != value){ + rwStateCache.cullmode = value; + if(rwStateCache.cullmode == CULLNONE) + setGlRenderState(RWGL_CULL, false); + else{ + setGlRenderState(RWGL_CULL, true); + setGlRenderState(RWGL_CULLFACE, rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT); + } + } + break; + + case STENCILENABLE: + if(rwStateCache.stencilenable != value){ + rwStateCache.stencilenable = value; + setGlRenderState(RWGL_STENCIL, value); + } + break; + case STENCILFAIL: + if(rwStateCache.stencilfail != value){ + rwStateCache.stencilfail = value; + setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]); + } + break; + case STENCILZFAIL: + if(rwStateCache.stencilzfail != value){ + rwStateCache.stencilzfail = value; + setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]); + } + break; + case STENCILPASS: + if(rwStateCache.stencilpass != value){ + rwStateCache.stencilpass = value; + setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]); + } + break; + case STENCILFUNCTION: + if(rwStateCache.stencilfunc != value){ + rwStateCache.stencilfunc = value; + setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]); + } + break; + case STENCILFUNCTIONREF: + if(rwStateCache.stencilref != value){ + rwStateCache.stencilref = value; + setGlRenderState(RWGL_STENCILREF, value); + } + break; + case STENCILFUNCTIONMASK: + if(rwStateCache.stencilmask != value){ + rwStateCache.stencilmask = value; + setGlRenderState(RWGL_STENCILMASK, value); + } + break; + case STENCILFUNCTIONWRITEMASK: + if(rwStateCache.stencilwritemask != value){ + rwStateCache.stencilwritemask = value; + setGlRenderState(RWGL_STENCILWRITEMASK, value); + } + break; + + case ALPHATESTFUNC: + setAlphaTestFunction(value); + break; + case ALPHATESTREF: + if(alphaRef != value/255.0f){ + alphaRef = value/255.0f; + uniformStateDirty[RWGL_ALPHAREF] = true; + stateDirty = 1; + } + break; + case GSALPHATEST: + rwStateCache.gsalpha = value; + break; + case GSALPHATESTREF: + rwStateCache.gsalpharef = value; + } +} + +static void* +getRenderState(int32 state) +{ + uint32 val; + RGBA rgba; + switch(state){ + case TEXTURERASTER: + return rwStateCache.texstage[0].raster; + case TEXTUREADDRESS: + if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV) + val = rwStateCache.texstage[0].addressingU; + else + val = 0; // invalid + break; + case TEXTUREADDRESSU: + val = rwStateCache.texstage[0].addressingU; + break; + case TEXTUREADDRESSV: + val = rwStateCache.texstage[0].addressingV; + break; + case TEXTUREFILTER: + val = rwStateCache.texstage[0].filter; + break; + + case VERTEXALPHA: + val = rwStateCache.vertexAlpha; + break; + case SRCBLEND: + val = rwStateCache.srcblend; + break; + case DESTBLEND: + val = rwStateCache.destblend; + break; + case ZTESTENABLE: + val = rwStateCache.ztest; + break; + case ZWRITEENABLE: + val = rwStateCache.zwrite; + break; + case FOGENABLE: + val = rwStateCache.fogEnable; + break; + case FOGCOLOR: + convColor(&rgba, &uniformState.fogColor); + val = RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha); + break; + case CULLMODE: + val = rwStateCache.cullmode; + break; + + case STENCILENABLE: + val = rwStateCache.stencilenable; + break; + case STENCILFAIL: + val = rwStateCache.stencilfail; + break; + case STENCILZFAIL: + val = rwStateCache.stencilzfail; + break; + case STENCILPASS: + val = rwStateCache.stencilpass; + break; + case STENCILFUNCTION: + val = rwStateCache.stencilfunc; + break; + case STENCILFUNCTIONREF: + val = rwStateCache.stencilref; + break; + case STENCILFUNCTIONMASK: + val = rwStateCache.stencilmask; + break; + case STENCILFUNCTIONWRITEMASK: + val = rwStateCache.stencilwritemask; + break; + + case ALPHATESTFUNC: + val = rwStateCache.alphaFunc; + break; + case ALPHATESTREF: + val = (uint32)(alphaRef*255.0f); + break; + case GSALPHATEST: + val = rwStateCache.gsalpha; + break; + case GSALPHATESTREF: + val = rwStateCache.gsalpharef; + break; + default: + val = 0; + } + return (void*)(uintptr)val; +} + +static void +resetRenderState(void) +{ + rwStateCache.alphaFunc = ALPHAGREATEREQUAL; + alphaFunc = 0; + alphaRef = 10.0f/255.0f; + uniformStateDirty[RWGL_ALPHAREF] = true; + uniformState.fogDisable = 1.0f; + uniformState.fogStart = 0.0f; + uniformState.fogEnd = 0.0f; + uniformState.fogRange = 0.0f; + uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f }; + rwStateCache.gsalpha = 0; + rwStateCache.gsalpharef = 128; + stateDirty = 1; + + rwStateCache.vertexAlpha = 0; + rwStateCache.textureAlpha = 0; + rwStateCache.alphaTestEnable = 0; + + memset(&oldGlState, 0xFE, sizeof(oldGlState)); + + rwStateCache.blendEnable = 0; + setGlRenderState(RWGL_BLEND, false); + rwStateCache.srcblend = BLENDSRCALPHA; + rwStateCache.destblend = BLENDINVSRCALPHA; + setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); + setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); + + rwStateCache.zwrite = GL_TRUE; + setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); + + rwStateCache.ztest = 1; + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); + + rwStateCache.cullmode = CULLNONE; + setGlRenderState(RWGL_CULL, false); + setGlRenderState(RWGL_CULLFACE, GL_BACK); + + rwStateCache.stencilenable = 0; + setGlRenderState(RWGL_STENCIL, GL_FALSE); + rwStateCache.stencilfail = STENCILKEEP; + setGlRenderState(RWGL_STENCILFAIL, GL_KEEP); + rwStateCache.stencilzfail = STENCILKEEP; + setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP); + rwStateCache.stencilpass = STENCILKEEP; + setGlRenderState(RWGL_STENCILPASS, GL_KEEP); + rwStateCache.stencilfunc = STENCILALWAYS; + setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS); + rwStateCache.stencilref = 0; + setGlRenderState(RWGL_STENCILREF, 0); + rwStateCache.stencilmask = 0xFFFFFFFF; + setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF); + rwStateCache.stencilwritemask = 0xFFFFFFFF; + setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF); + + activeTexture = -1; + for(int i = 0; i < MAXNUMSTAGES; i++){ + setActiveTexture(i); + bindTexture(whitetex); + } + setActiveTexture(0); +} + +void +setWorldMatrix(Matrix *mat) +{ + convMatrix(&uniformObject.world, mat); + setUniform(u_world, &uniformObject.world); + objectDirty = 1; +} + +int32 +setLights(WorldLights *lightData) +{ + int i, n; + Light *l; + int32 bits; + + uniformObject.ambLight = lightData->ambient; + + bits = 0; + + if(lightData->numAmbients) + bits |= VSLIGHT_AMBIENT; + + n = 0; + for(i = 0; i < lightData->numDirectionals && i < 8; i++){ + l = lightData->directionals[i]; + uniformObject.lightParams[n].type = 1.0f; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); + bits |= VSLIGHT_DIRECT; + n++; + if(n >= MAX_LIGHTS) + goto out; + } + + for(i = 0; i < lightData->numLocals; i++){ + Light *l = lightData->locals[i]; + + switch(l->getType()){ + case Light::POINT: + uniformObject.lightParams[n].type = 2.0f; + uniformObject.lightParams[n].radius = l->radius; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); + bits |= VSLIGHT_POINT; + n++; + if(n >= MAX_LIGHTS) + goto out; + break; + case Light::SPOT: + case Light::SOFTSPOT: + uniformObject.lightParams[n].type = 3.0f; + uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle; + uniformObject.lightParams[n].radius = l->radius; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); + memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); + // lower bound of falloff + if(l->getType() == Light::SOFTSPOT) + uniformObject.lightParams[n].hardSpot = 0.0f; + else + uniformObject.lightParams[n].hardSpot = 1.0f; + bits |= VSLIGHT_SPOT; + n++; + if(n >= MAX_LIGHTS) + goto out; + break; + } + } + + uniformObject.lightParams[n].type = 0.0f; + + setUniform(u_ambLight, &uniformObject.ambLight); + setUniform(u_lightParams, uniformObject.lightParams); + setUniform(u_lightPosition, uniformObject.lightPosition); + setUniform(u_lightDirection, uniformObject.lightDirection); + setUniform(u_lightColor, uniformObject.lightColor); +out: + objectDirty = 1; + return bits; +} + +void +setProjectionMatrix(float32 *mat) +{ + memcpy(&uniformScene.proj, mat, 64); + setUniform(u_proj, uniformScene.proj); + sceneDirty = 1; +} + +void +setViewMatrix(float32 *mat) +{ + memcpy(&uniformScene.view, mat, 64); + setUniform(u_view, uniformScene.view); + sceneDirty = 1; +} + +Shader *lastShaderUploaded; + +void +setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp) +{ + rw::RGBAf col; + convColor(&col, &color); + setUniform(u_matColor, &col); + + float surfProps[4]; + surfProps[0] = surfaceprops.ambient; + surfProps[1] = surfaceprops.specular; + surfProps[2] = surfaceprops.diffuse; + surfProps[3] = extraSurfProp; + setUniform(u_surfProps, surfProps); +} + +void +flushCache(void) +{ + flushGlRenderState(); + +#ifndef RW_GL_USE_UBOS + + // what's this doing here?? + uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; + uniformState.fogStart = rwStateCache.fogStart; + uniformState.fogEnd = rwStateCache.fogEnd; + uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); + + if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){ + float alphaTest[4] = {}; + switch(alphaFunc){ + case ALPHAALWAYS: + default: + alphaTest[0] = -1000.0f; + alphaTest[1] = 1000.0f; + break; + case ALPHAGREATEREQUAL: + alphaTest[0] = alphaRef; + alphaTest[1] = 1000.0f; + break; + case ALPHALESS: + alphaTest[0] = -1000.0f; + alphaTest[1] = alphaRef; + break; + } + setUniform(u_alphaRef, alphaTest); + uniformStateDirty[RWGL_ALPHAFUNC] = false; + uniformStateDirty[RWGL_ALPHAREF] = false; + } + + if(uniformStateDirty[RWGL_FOG] || + uniformStateDirty[RWGL_FOGSTART] || + uniformStateDirty[RWGL_FOGEND]){ + float fogData[4] = { + uniformState.fogStart, + uniformState.fogEnd, + uniformState.fogRange, + uniformState.fogDisable + }; + setUniform(u_fogData, fogData); + uniformStateDirty[RWGL_FOG] = false; + uniformStateDirty[RWGL_FOGSTART] = false; + uniformStateDirty[RWGL_FOGEND] = false; + } + + if(uniformStateDirty[RWGL_FOGCOLOR]){ + setUniform(u_fogColor, &uniformState.fogColor); + uniformStateDirty[RWGL_FOGCOLOR] = false; + } + +#else + if(objectDirty){ + glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW); + objectDirty = 0; + } + if(sceneDirty){ + glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW); + sceneDirty = 0; + } + if(stateDirty){ + switch(alphaFunc){ + case ALPHAALWAYS: + default: + uniformState.alphaRefLow = -1000.0f; + uniformState.alphaRefHigh = 1000.0f; + break; + case ALPHAGREATEREQUAL: + uniformState.alphaRefLow = alphaRef; + uniformState.alphaRefHigh = 1000.0f; + break; + case ALPHALESS: + uniformState.alphaRefLow = -1000.0f; + uniformState.alphaRefHigh = alphaRef; + break; + } + uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; + uniformState.fogStart = rwStateCache.fogStart; + uniformState.fogEnd = rwStateCache.fogEnd; + uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW); + stateDirty = 0; + } +#endif + flushUniforms(); +} + +static void +setFrameBuffer(Camera *cam) +{ + Raster *fbuf = cam->frameBuffer->parent; + Raster *zbuf = cam->zBuffer->parent; + assert(fbuf); + + Gl3Raster *natfb = PLUGINOFFSET(Gl3Raster, fbuf, nativeRasterOffset); + Gl3Raster *natzb = PLUGINOFFSET(Gl3Raster, zbuf, nativeRasterOffset); + assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE); + + // Have to make sure depth buffer is attached to FB's fbo + bindFramebuffer(natfb->fbo); + if(zbuf){ + if(natfb->fboMate == zbuf){ + // all good + assert(natzb->fboMate == fbuf); + }else{ + if(natzb->fboMate){ + // have to detatch from fbo first! + Gl3Raster *oldfb = PLUGINOFFSET(Gl3Raster, natzb->fboMate, nativeRasterOffset); + if(oldfb->fbo){ + bindFramebuffer(oldfb->fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + bindFramebuffer(natfb->fbo); + } + oldfb->fboMate = nil; + } + natfb->fboMate = zbuf; + natzb->fboMate = fbuf; + if(natfb->fbo){ + if(gl3Caps.gles) + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, natzb->texid); + else + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, natzb->texid, 0); + } + } + }else{ + // remove z-buffer + if(natfb->fboMate && natfb->fbo) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + natfb->fboMate = nil; + } +} + +static Rect +getFramebufferRect(Raster *frameBuffer) +{ + Rect r; + Raster *fb = frameBuffer->parent; + if(fb->type == Raster::CAMERA){ +#ifdef LIBRW_SDL2 + SDL_GetWindowSize(glGlobals.window, &r.w, &r.h); +#elif defined(LIBRW_SDL3) + SDL_GetWindowSize(glGlobals.window, &r.w, &r.h); +#elif defined(LIBRW_GLFW) + glfwGetFramebufferSize(glGlobals.window, &r.w, &r.h); +#else + missing implementation +#endif + }else{ + r.w = fb->width; + r.h = fb->height; + } + r.x = 0; + r.y = 0; + + // Got a subraster + if(frameBuffer != fb){ + r.x = frameBuffer->offsetX; + // GL y offset is from bottom + r.y = r.h - frameBuffer->height - frameBuffer->offsetY; + r.w = frameBuffer->width; + r.h = frameBuffer->height; + } + + return r; +} + +static void +setViewport(Raster *frameBuffer) +{ + Rect r = getFramebufferRect(frameBuffer); + if(r.w != glGlobals.presentWidth || r.h != glGlobals.presentHeight || + r.x != glGlobals.presentOffX || r.y != glGlobals.presentOffY){ + glViewport(r.x, r.y, r.w, r.h); + glGlobals.presentWidth = r.w; + glGlobals.presentHeight = r.h; + glGlobals.presentOffX = r.x; + glGlobals.presentOffY = r.y; + } +} + +static void +beginUpdate(Camera *cam) +{ + float view[16], proj[16]; + // View Matrix + Matrix inv; + Matrix::invert(&inv, cam->getFrame()->getLTM()); + // Since we're looking into positive Z, + // flip X to ge a left handed view space. + view[0] = -inv.right.x; + view[1] = inv.right.y; + view[2] = inv.right.z; + view[3] = 0.0f; + view[4] = -inv.up.x; + view[5] = inv.up.y; + view[6] = inv.up.z; + view[7] = 0.0f; + view[8] = -inv.at.x; + view[9] = inv.at.y; + view[10] = inv.at.z; + view[11] = 0.0f; + view[12] = -inv.pos.x; + view[13] = inv.pos.y; + view[14] = inv.pos.z; + view[15] = 1.0f; + memcpy(&cam->devView, &view, sizeof(RawMatrix)); + setViewMatrix(view); + + // Projection Matrix + float32 invwx = 1.0f/cam->viewWindow.x; + float32 invwy = 1.0f/cam->viewWindow.y; + float32 invz = 1.0f/(cam->farPlane-cam->nearPlane); + + proj[0] = invwx; + proj[1] = 0.0f; + proj[2] = 0.0f; + proj[3] = 0.0f; + + proj[4] = 0.0f; + proj[5] = invwy; + proj[6] = 0.0f; + proj[7] = 0.0f; + + proj[8] = cam->viewOffset.x*invwx; + proj[9] = cam->viewOffset.y*invwy; + proj[12] = -proj[8]; + proj[13] = -proj[9]; + if(cam->projection == Camera::PERSPECTIVE){ + proj[10] = (cam->farPlane+cam->nearPlane)*invz; + proj[11] = 1.0f; + + proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz; + proj[15] = 0.0f; + }else{ + proj[10] = 2.0f*invz; + proj[11] = 0.0f; + + proj[14] = -(cam->farPlane+cam->nearPlane)*invz; + proj[15] = 1.0f; + } + memcpy(&cam->devProj, &proj, sizeof(RawMatrix)); + setProjectionMatrix(proj); + + if(rwStateCache.fogStart != cam->fogPlane){ + rwStateCache.fogStart = cam->fogPlane; + uniformStateDirty[RWGL_FOGSTART] = true; + stateDirty = 1; + } + if(rwStateCache.fogEnd != cam->farPlane){ + rwStateCache.fogEnd = cam->farPlane; + uniformStateDirty[RWGL_FOGEND] = true; + stateDirty = 1; + } + + setFrameBuffer(cam); + + setViewport(cam->frameBuffer); +} + +static void +endUpdate(Camera *cam) +{ +} + +static void +clearCamera(Camera *cam, RGBA *col, uint32 mode) +{ + RGBAf colf; + GLbitfield mask; + + setFrameBuffer(cam); + + // make sure we're only clearing the part of the framebuffer + // that is subrastered + bool setScissor = cam->frameBuffer != cam->frameBuffer->parent; + if(setScissor){ + Rect r = getFramebufferRect(cam->frameBuffer); + glScissor(r.x, r.y, r.w, r.h); + glEnable(GL_SCISSOR_TEST); + } + + convColor(&colf, col); + glClearColor(colf.red, colf.green, colf.blue, colf.alpha); + mask = 0; + if(mode & Camera::CLEARIMAGE) + mask |= GL_COLOR_BUFFER_BIT; + if(mode & Camera::CLEARZ) + mask |= GL_DEPTH_BUFFER_BIT; + if(mode & Camera::CLEARSTENCIL) + mask |= GL_STENCIL_BUFFER_BIT; + glDepthMask(GL_TRUE); + glClear(mask); + glDepthMask(rwStateCache.zwrite); + + if(setScissor) + glDisable(GL_SCISSOR_TEST); +} + +static void +showRaster(Raster *raster, uint32 flags) +{ +// glViewport(raster->offsetX, raster->offsetY, +// raster->width, raster->height); + +#ifdef LIBRW_SDL2 + if(flags & Raster::FLIPWAITVSYNCH) + SDL_GL_SetSwapInterval(1); + else + SDL_GL_SetSwapInterval(0); + SDL_GL_SwapWindow(glGlobals.window); +#elif defined(LIBRW_SDL3) + if(flags & Raster::FLIPWAITVSYNCH) + SDL_GL_SetSwapInterval(1); + else + SDL_GL_SetSwapInterval(0); + SDL_GL_SwapWindow(glGlobals.window); +#elif defined(LIBRW_GLFW) + if(flags & Raster::FLIPWAITVSYNCH) + glfwSwapInterval(1); + else + glfwSwapInterval(0); + glfwSwapBuffers(glGlobals.window); +#else + not implemented +#endif +} + +static bool32 +rasterRenderFast(Raster *raster, int32 x, int32 y) +{ + Raster *src = raster; + Raster *dst = Raster::getCurrentContext(); + Gl3Raster *natdst = PLUGINOFFSET(Gl3Raster, dst, nativeRasterOffset); + Gl3Raster *natsrc = PLUGINOFFSET(Gl3Raster, src, nativeRasterOffset); + + switch(dst->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + case Raster::CAMERATEXTURE: + switch(src->type){ + case Raster::CAMERA: + setActiveTexture(0); + glBindTexture(GL_TEXTURE_2D, natdst->texid); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, (dst->height-src->height)-y, + 0, 0, src->width, src->height); + glBindTexture(GL_TEXTURE_2D, boundTexture[0]); + return 1; + } + break; + } + return 0; +} + +#ifdef LIBRW_SDL2 + +static void +addVideoMode(int displayIndex, int modeIndex) +{ + int i; + SDL_DisplayMode mode; + + SDL_GetDisplayMode(displayIndex, modeIndex, &mode); + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.w == mode.w && + glGlobals.modes[i].mode.h == mode.h && + glGlobals.modes[i].mode.format == mode.format){ + // had this mode already, remember highest refresh rate + if(mode.refresh_rate > glGlobals.modes[i].mode.refresh_rate) + glGlobals.modes[i].mode.refresh_rate = mode.refresh_rate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(int displayIndex) +{ + int i, num, depth; + + num = SDL_GetNumDisplayModes(displayIndex); + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT); + + SDL_GetCurrentDisplayMode(displayIndex, &glGlobals.modes[0].mode); + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + + for(i = 0; i < num; i++) + addVideoMode(displayIndex, i); + + for(i = 0; i < glGlobals.numModes; i++){ + depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format); + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1); + } +} + +static int +openSDL2(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init SDL */ + if(SDL_InitSubSystem(SDL_INIT_VIDEO)){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + glGlobals.currentDisplay = 0; + glGlobals.numDisplays = SDL_GetNumVideoDisplays(); + + makeVideoModeList(glGlobals.currentDisplay); + + return 1; +} + +static int +closeSDL2(void) +{ + SDL_QuitSubSystem(SDL_INIT_VIDEO); + return 1; +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 }, + { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startSDL2(void) +{ + SDL_Window *win; + SDL_GLContext ctx; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) { + win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN); + if (win) + SDL_SetWindowDisplayMode(win, &mode->mode); + } else { + win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); + if (win) + SDL_SetWindowDisplayMode(win, NULL); + } + if(win){ + gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + ctx = SDL_GL_CreateContext(win); + + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + SDL_GL_DeleteContext(ctx); + SDL_DestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + glGlobals.glcontext = ctx; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopSDL2(void) +{ + SDL_GL_DeleteContext(glGlobals.glcontext); + SDL_DestroyWindow(glGlobals.window); + return 1; +} + +#elif defined(LIBRW_SDL3) + +static void +addVideoMode(const SDL_DisplayMode *mode) +{ + int i; + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.w == mode->w && + glGlobals.modes[i].mode.h == mode->h && + glGlobals.modes[i].mode.format == mode->format){ + // had this mode already, remember highest refresh rate + if(mode->refresh_rate > glGlobals.modes[i].mode.refresh_rate) + glGlobals.modes[i].mode.refresh_rate = mode->refresh_rate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = *mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(SDL_DisplayID displayIndex, SDL_DisplayID *displays) +{ + int i, num, depth; + const SDL_DisplayMode *currentMode; + SDL_DisplayMode **modes; + + currentMode = SDL_GetCurrentDisplayMode(displays[displayIndex]); + modes = SDL_GetFullscreenDisplayModes(displayIndex, &num); + + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+(currentMode != NULL ? 1 : 0), ID_DRIVER | MEMDUR_EVENT); + + if (currentMode) { + glGlobals.modes[0].mode = *currentMode; + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + } + + for(i = 0; i < num; i++) + addVideoMode(modes[i]); + + for(i = 0; i < glGlobals.numModes; i++){ + depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format); + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1); + } + SDL_free(modes); +} + +static int +openSDL3(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init SDL */ + if (!SDL_InitSubSystem(SDL_INIT_VIDEO)){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + glGlobals.currentDisplay = 0; + SDL_DisplayID *displays = SDL_GetDisplays(&glGlobals.numDisplays); + + if (glGlobals.currentDisplay >= glGlobals.numDisplays) { + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + makeVideoModeList(glGlobals.currentDisplay, displays); + SDL_free(displays); + + return 1; +} + +static int +closeSDL3(void) +{ + SDL_QuitSubSystem(SDL_INIT_VIDEO); + return 1; +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 }, + { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startSDL3(void) +{ + SDL_Window *win; + SDL_GLContext ctx; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) { + win = SDL_CreateWindow(glGlobals.winTitle, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN); + if (win) + SDL_SetWindowFullscreenMode(win, &mode->mode); + } else { + win = SDL_CreateWindow(glGlobals.winTitle, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); + if (win) + SDL_SetWindowFullscreenMode(win, NULL); + } + if(win){ + gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + ctx = SDL_GL_CreateContext(win); + + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + SDL_GL_DestroyContext(ctx); + SDL_DestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + glGlobals.glcontext = ctx; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopSDL3(void) +{ + SDL_GL_DestroyContext(glGlobals.glcontext); + SDL_DestroyWindow(glGlobals.window); + return 1; +} +#elif defined(LIBRW_GLFW) + +static void +addVideoMode(const GLFWvidmode *mode) +{ + int i; + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.width == mode->width && + glGlobals.modes[i].mode.height == mode->height && + glGlobals.modes[i].mode.redBits == mode->redBits && + glGlobals.modes[i].mode.greenBits == mode->greenBits && + glGlobals.modes[i].mode.blueBits == mode->blueBits){ + // had this mode already, remember highest refresh rate + if(mode->refreshRate > glGlobals.modes[i].mode.refreshRate) + glGlobals.modes[i].mode.refreshRate = mode->refreshRate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = *mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(GLFWmonitor *monitor) +{ + int i, num; + const GLFWvidmode *modes; + + modes = glfwGetVideoModes(monitor, &num); + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT); + + glGlobals.modes[0].mode = *glfwGetVideoMode(monitor); + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + + for(i = 0; i < num; i++) + addVideoMode(&modes[i]); + + for(i = 0; i < glGlobals.numModes; i++){ + num = glGlobals.modes[i].mode.redBits + + glGlobals.modes[i].mode.greenBits + + glGlobals.modes[i].mode.blueBits; + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < num; glGlobals.modes[i].depth <<= 1); + } +} + +static int +openGLFW(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init GLFW */ + if(!glfwInit()){ + RWERROR((ERR_GENERAL, "glfwInit() failed")); + return 0; + } + + glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0]; + + makeVideoModeList(glGlobals.monitor); + + return 1; +} + +static int +closeGLFW(void) +{ + glfwTerminate(); + return 1; +} + +static void +glfwerr(int error, const char *desc) +{ + fprintf(stderr, "GLFW Error: %s\n", desc); +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { GLFW_OPENGL_API, 3, 3 }, + { GLFW_OPENGL_API, 2, 1 }, + { GLFW_OPENGL_ES_API, 3, 1 }, + { GLFW_OPENGL_ES_API, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startGLFW(void) +{ + GLFWwindow *win; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + glfwSetErrorCallback(glfwerr); + glfwWindowHint(GLFW_RED_BITS, mode->mode.redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->mode.greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits); + glfwWindowHint(GLFW_REFRESH_RATE, mode->mode.refreshRate); + + // GLX will round up to 2x or 4x if you ask for multisampling on with 1 sample + // So only apply the SAMPLES hint if we actually want multisampling + if (glGlobals.numSamples > 1) + glfwWindowHint(GLFW_SAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + glfwWindowHint(GLFW_CLIENT_API, profiles[i].gl); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, profiles[i].major); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) + win = glfwCreateWindow(mode->mode.width, mode->mode.height, glGlobals.winTitle, glGlobals.monitor, nil); + else + win = glfwCreateWindow(glGlobals.winWidth, glGlobals.winHeight, glGlobals.winTitle, nil, nil); + if(win){ + gl3Caps.gles = profiles[i].gl == GLFW_OPENGL_ES_API; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, "glfwCreateWindow() failed")); + return 0; + } + glfwMakeContextCurrent(win); + + /* Init GLAD */ + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) glfwGetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + glfwDestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopGLFW(void) +{ + glfwDestroyWindow(glGlobals.window); + return 1; +} +#else +not implemented +#endif + +static int +initOpenGL(void) +{ +/* + // this only works from 3.0 onward, + // but luckily GLAD has already taken care of extensions for us + int numExt; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + for(int i = 0; i < numExt; i++){ + const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i); + if(ext == nil) + continue; // apparently that can happen... + if(strcmp(ext, "GL_EXT_texture_compression_s3tc") == 0) + gl3Caps.dxtSupported = true; + else if(strcmp(ext, "GL_KHR_texture_compression_astc_ldr") == 0) + gl3Caps.astcSupported = true; +// printf("%d %s\n", i, ext); + } +*/ + gl3Caps.dxtSupported = !!GLAD_GL_EXT_texture_compression_s3tc; + gl3Caps.astcSupported = !!GLAD_GL_KHR_texture_compression_astc_ldr; + + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl3Caps.maxAnisotropy); + + if(gl3Caps.gles){ + if(gl3Caps.glversion >= 30) + shaderDecl = shaderDecl310es; + else + shaderDecl = shaderDecl100es; + }else{ + if(gl3Caps.glversion >= 30) + shaderDecl = shaderDecl330; + else + shaderDecl = shaderDecl120; + } + +#ifndef RW_GL_USE_UBOS + u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4); + u_fogData = registerUniform("u_fogData", UNIFORM_VEC4); + u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4); + u_proj = registerUniform("u_proj", UNIFORM_MAT4); + u_view = registerUniform("u_view", UNIFORM_MAT4); + u_world = registerUniform("u_world", UNIFORM_MAT4); + u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4); + u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS); + u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS); + u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS); + u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS); + lastShaderUploaded = nil; +#else + registerBlock("Scene"); + registerBlock("Object"); + registerBlock("State"); +#endif + u_matColor = registerUniform("u_matColor", UNIFORM_VEC4); + u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4); + + // for im2d + registerUniform("u_xform", UNIFORM_VEC4); + + glClearColor(0.25, 0.25, 0.25, 1.0); + + byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF}; + glGenTextures(1, &whitetex); + glBindTexture(GL_TEXTURE_2D, whitetex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, + 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel); + + resetRenderState(); + + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); + + if(gl3Caps.glversion >= 30){ + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + } + +#ifdef RW_GL_USE_UBOS + glGenBuffers(1, &ubo_state); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &ubo_scene); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &ubo_object); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); +#endif + +#include "shaders/default_vs_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil }; + const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, default_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, simple_frag_src, nil }; + + defaultShader = Shader::create(vs, fs); + assert(defaultShader); + defaultShader_noAT = Shader::create(vs, fs_noAT); + assert(defaultShader_noAT); + + defaultShader_fullLight = Shader::create(vs_fullLight, fs); + assert(defaultShader_fullLight); + defaultShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT); + assert(defaultShader_fullLight_noAT); + + openIm2D(); + openIm3D(); + + return 1; +} + +static int +termOpenGL(void) +{ + closeIm3D(); + closeIm2D(); + + defaultShader->destroy(); + defaultShader = nil; + defaultShader_noAT->destroy(); + defaultShader_noAT = nil; + defaultShader_fullLight->destroy(); + defaultShader_fullLight = nil; + defaultShader_fullLight_noAT->destroy(); + defaultShader_fullLight_noAT = nil; + + glDeleteTextures(1, &whitetex); + whitetex = 0; + + return 1; +} + +static int +finalizeOpenGL(void) +{ + return 1; +} + +#ifdef LIBRW_SDL2 +static int +deviceSystemSDL2(DeviceReq req, void *arg, int32 n) +{ + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openSDL2((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeSDL2(); + + case DEVICEINIT: + return startSDL2() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopSDL2(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numDisplays; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentDisplay; + + case DEVICESETSUBSYSTEM: + if (n >= SDL_GetNumVideoDisplays()) + return 0; + glGlobals.currentDisplay = n; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: { + const char *display_name = SDL_GetDisplayName(n); + if (display_name == nil) + return 0; + strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name)); + return 1; + } + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.w; + rwmode->height = glGlobals.modes[n].mode.h; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#elif defined(LIBRW_SDL3) + +static int +deviceSystemSDL3(DeviceReq req, void *arg, int32 n) +{ + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openSDL3((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeSDL3(); + + case DEVICEINIT: + return startSDL3() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopSDL3(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numDisplays; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentDisplay; + + case DEVICESETSUBSYSTEM: + if (n >= glGlobals.numDisplays) + return 0; + glGlobals.currentDisplay = n; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: { + const char *display_name = SDL_GetDisplayName(n); + if (display_name == nil) + return 0; + strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name)); + return 1; + } + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + if (n <= 0) + return 0; + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.w; + rwmode->height = glGlobals.modes[n].mode.h; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#elif defined(LIBRW_GLFW) + +static int +deviceSystemGLFW(DeviceReq req, void *arg, int32 n) +{ + GLFWmonitor **monitors; + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openGLFW((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeGLFW(); + + case DEVICEINIT: + return startGLFW() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopGLFW(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numMonitors; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentMonitor; + + case DEVICESETSUBSYSTEM: + monitors = glfwGetMonitors(&glGlobals.numMonitors); + if(n >= glGlobals.numMonitors) + return 0; + glGlobals.currentMonitor = n; + glGlobals.monitor = monitors[glGlobals.currentMonitor]; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: + monitors = glfwGetMonitors(&glGlobals.numMonitors); + if(n >= glGlobals.numMonitors) + return 0; + strncpy(((SubSystemInfo*)arg)->name, glfwGetMonitorName(monitors[n]), sizeof(SubSystemInfo::name)); + return 1; + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.width; + rwmode->height = glGlobals.modes[n].mode.height; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#else + +not implemented + +#endif + +Device renderdevice = { + -1.0f, 1.0f, + gl3::beginUpdate, + gl3::endUpdate, + gl3::clearCamera, + gl3::showRaster, + gl3::rasterRenderFast, + gl3::setRenderState, + gl3::getRenderState, + gl3::im2DRenderLine, + gl3::im2DRenderTriangle, + gl3::im2DRenderPrimitive, + gl3::im2DRenderIndexedPrimitive, + gl3::im3DTransform, + gl3::im3DRenderPrimitive, + gl3::im3DRenderIndexedPrimitive, + gl3::im3DEnd, +#ifdef LIBRW_SDL2 + gl3::deviceSystemSDL2 +#elif defined(LIBRW_SDL3) + gl3::deviceSystemSDL3 +#elif defined(LIBRW_GLFW) + gl3::deviceSystemGLFW +#else + not implemented +#endif +}; + +} +} + +#else +// urgh, probably should get rid of that eventually +#include "rwgl3.h" +namespace rw { +namespace gl3 { +Gl3Caps gl3Caps; +bool32 needToReadBackTextures; +} +} +#endif diff --git a/src/gl/gl3immed.cpp b/src/gl/gl3immed.cpp new file mode 100644 index 0000000..b66b7e5 --- /dev/null +++ b/src/gl/gl3immed.cpp @@ -0,0 +1,317 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#ifdef RW_OPENGL +#include "rwgl3.h" +#include "rwgl3impl.h" +#include "rwgl3shader.h" + +namespace rw { +namespace gl3 { + +uint32 im2DVbo, im2DIbo; +#ifdef RW_GL_USE_VAOS +uint32 im2DVao; +#endif + +Shader *im2dOverrideShader; + +static int32 u_xform; + +#define STARTINDICES 10000 +#define STARTVERTICES 10000 + +static Shader *im2dShader; +static AttribDesc im2dattribDesc[3] = { + { ATTRIB_POS, GL_FLOAT, GL_FALSE, 4, + sizeof(Im2DVertex), 0 }, + { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4, + sizeof(Im2DVertex), offsetof(Im2DVertex, r) }, + { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2, + sizeof(Im2DVertex), offsetof(Im2DVertex, u) }, +}; + +static int primTypeMap[] = { + GL_POINTS, // invalid + GL_LINES, + GL_LINE_STRIP, + GL_TRIANGLES, + GL_TRIANGLE_STRIP, + GL_TRIANGLE_FAN, + GL_POINTS +}; + +void +openIm2D(void) +{ + // must already be registered by device. we just need the value + u_xform = registerUniform("u_xform", UNIFORM_VEC4); + +#include "shaders/im2d_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + im2dShader = Shader::create(vs, fs); + assert(im2dShader); + + glGenBuffers(1, &im2DIbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + + glGenBuffers(1, &im2DVbo); + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + +#ifdef RW_GL_USE_VAOS + glGenVertexArrays(1, &im2DVao); + glBindVertexArray(im2DVao); + setAttribPointers(im2dattribDesc, 3); +#endif +} + +void +closeIm2D(void) +{ + glDeleteBuffers(1, &im2DIbo); + glDeleteBuffers(1, &im2DVbo); +#ifdef RW_GL_USE_VAOS + glDeleteVertexArrays(1, &im2DVao); +#endif + im2dShader->destroy(); + im2dShader = nil; +} + +static Im2DVertex tmpprimbuf[3]; + +void +im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + im2DRenderPrimitive(PRIMTYPELINELIST, tmpprimbuf, 2); +} + +void +im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + tmpprimbuf[2] = verts[vert3]; + im2DRenderPrimitive(PRIMTYPETRILIST, tmpprimbuf, 3); +} + +void +im2DSetXform(void) +{ + GLfloat xform[4]; + Camera *cam; + cam = (Camera*)engine->currentCamera; + xform[0] = 2.0f/cam->frameBuffer->width; + xform[1] = -2.0f/cam->frameBuffer->height; + xform[2] = -1.0f; + xform[3] = 1.0f; + setUniform(u_xform, xform); +// glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform); +} + +void +im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices) +{ +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices); + + if(im2dOverrideShader) + im2dOverrideShader->use(); + else + im2dShader->use(); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im2dattribDesc, 3); +#endif + + im2DSetXform(); + + flushCache(); + glDrawArrays(primTypeMap[primType], 0, numVertices); +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im2dattribDesc, 3); +#endif +} + +void +im2DRenderIndexedPrimitive(PrimitiveType primType, + void *vertices, int32 numVertices, + void *indices, int32 numIndices) +{ +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices); + + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices); + + if(im2dOverrideShader) + im2dOverrideShader->use(); + else + im2dShader->use(); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im2dattribDesc, 3); +#endif + + im2DSetXform(); + + flushCache(); + glDrawElements(primTypeMap[primType], numIndices, + GL_UNSIGNED_SHORT, nil); +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im2dattribDesc, 3); +#endif +} + + +// Im3D + + +static Shader *im3dShader; +static AttribDesc im3dattribDesc[4] = { + { ATTRIB_POS, GL_FLOAT, GL_FALSE, 3, + sizeof(Im3DVertex), 0 }, + { ATTRIB_NORMAL, GL_FLOAT, GL_FALSE, 3, + sizeof(Im3DVertex), offsetof(Im3DVertex, normal) }, + { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4, + sizeof(Im3DVertex), offsetof(Im3DVertex, r) }, + { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2, + sizeof(Im3DVertex), offsetof(Im3DVertex, u) }, +}; +static uint32 im3DVbo, im3DIbo; +#ifdef RW_GL_USE_VAOS +static uint32 im3DVao; +#endif +static int32 num3DVertices; // not actually needed here + +void +openIm3D(void) +{ +#include "shaders/im3d_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + im3dShader = Shader::create(vs, fs); + assert(im3dShader); + + glGenBuffers(1, &im3DIbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + + glGenBuffers(1, &im3DVbo); + glBindBuffer(GL_ARRAY_BUFFER, im3DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW); + +#ifdef RW_GL_USE_VAOS + glGenVertexArrays(1, &im3DVao); + glBindVertexArray(im3DVao); + setAttribPointers(im3dattribDesc, 4); +#endif +} + +void +closeIm3D(void) +{ + glDeleteBuffers(1, &im3DIbo); + glDeleteBuffers(1, &im3DVbo); +#ifdef RW_GL_USE_VAOS + glDeleteVertexArrays(1, &im3DVao); +#endif + im3dShader->destroy(); + im3dShader = nil; +} + +// settable by user - TOOD: make this less shit +RGBA im3dMaterialColor = { 255, 255, 255, 255 }; +SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f }; + +void +im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags) +{ + if(world == nil){ + static Matrix ident; + ident.setIdentity(); + world = &ident; + } + setWorldMatrix(world); + if(flags & im3d::LIGHTING){ + setMaterial(im3dMaterialColor, im3dSurfaceProps); + int32 vsBits = lightingCB(); + defaultShader_fullLight->use(); + }else + im3dShader->use(); + + if((flags & im3d::VERTEXUV) == 0) + SetRenderStatePtr(TEXTURERASTER, nil); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, im3DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im3dattribDesc, 4); +#endif + num3DVertices = numVertices; +} + +void +im3DRenderPrimitive(PrimitiveType primType) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + + flushCache(); + glDrawArrays(primTypeMap[primType], 0, num3DVertices); +} + +void +im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices); + + flushCache(); + glDrawElements(primTypeMap[primType], numIndices, + GL_UNSIGNED_SHORT, nil); +} + +void +im3DEnd(void) +{ +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im3dattribDesc, 4); +#endif +} + +} +} + +#endif diff --git a/src/gl/gl3matfx.cpp b/src/gl/gl3matfx.cpp new file mode 100644 index 0000000..06b01c1 --- /dev/null +++ b/src/gl/gl3matfx.cpp @@ -0,0 +1,258 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwplugins.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3plg.h" + +#include "rwgl3impl.h" + +namespace rw { +namespace gl3 { + +#ifdef RW_OPENGL + +static Shader *envShader, *envShader_noAT; +static Shader *envShader_fullLight, *envShader_fullLight_noAT; +static int32 u_texMatrix; +static int32 u_fxparams; +static int32 u_colorClamp; +static int32 u_envColor; + +void +matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags) +{ + Material *m; + m = inst->material; + + setMaterial(flags, m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + defaultShader->use(); + else + defaultShader_noAT->use(); + }else{ + if(getAlphaTest()) + defaultShader_fullLight->use(); + else + defaultShader_fullLight_noAT->use(); + } + + drawInst(header, inst); +} + +static Frame *lastEnvFrame; + +static RawMatrix normal2texcoord = { + { 0.5f, 0.0f, 0.0f }, 0.0f, + { 0.0f, -0.5f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.5f, 0.5f, 0.0f }, 1.0f +}; + +void +uploadEnvMatrix(Frame *frame) +{ + Matrix invMat; + if(frame == nil) + frame = engine->currentCamera->getFrame(); + + // cache the matrix across multiple meshes + static RawMatrix envMtx; +// can't do it, frame matrix may change +// if(frame != lastEnvFrame){ +// lastEnvFrame = frame; + { + + RawMatrix invMtx; + Matrix::invert(&invMat, frame->getLTM()); + convMatrix(&invMtx, &invMat); + invMtx.pos.set(0.0f, 0.0f, 0.0f); + float uscale = fabs(normal2texcoord.right.x); + normal2texcoord.right.x = MatFX::envMapFlipU ? -uscale : uscale; + RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord); + } + setUniform(u_texMatrix, &envMtx); +} + +void +matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, int32 vsBits, uint32 flags, MatFX::Env *env) +{ + Material *m; + m = inst->material; + + if(env->tex == nil || env->coefficient == 0.0f){ + matfxDefaultRender(header, inst, vsBits, flags); + return; + } + + setTexture(0, m->texture); + setTexture(1, env->tex); + uploadEnvMatrix(env->frame); + + setMaterial(flags, m->color, m->surfaceProps); + + float fxparams[4]; + fxparams[0] = env->coefficient; + fxparams[1] = env->fbAlpha ? 0.0f : 1.0f; + fxparams[2] = fxparams[3] = 0.0f; + + setUniform(u_fxparams, fxparams); + static float zero[4]; + static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + // This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx + if(MatFX::envMapApplyLight) + setUniform(u_colorClamp, zero); + else + setUniform(u_colorClamp, one); + RGBAf envcol[4]; + if(MatFX::envMapUseMatColor) + convColor(envcol, &m->color); + else + convColor(envcol, &MatFX::envMapColor); + setUniform(u_envColor, envcol); + + rw::SetRenderState(VERTEXALPHA, 1); + rw::SetRenderState(SRCBLEND, BLENDONE); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + envShader->use(); + else + envShader_noAT->use(); + }else{ + if(getAlphaTest()) + envShader_fullLight->use(); + else + envShader_fullLight_noAT->use(); + } + + drawInst(header, inst); + + rw::SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +matfxRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + uint32 flags = atomic->geometry->flags; + setWorldMatrix(atomic->getFrame()->getLTM()); + int32 vsBits = lightingCB(atomic); + + setupVertexInput(header); + + lastEnvFrame = nil; + + InstanceData *inst = header->inst; + int32 n = header->numMeshes; + + while(n--){ + MatFX *matfx = MatFX::get(inst->material); + + if(matfx == nil) + matfxDefaultRender(header, inst, vsBits, flags); + else switch(matfx->type){ + case MatFX::ENVMAP: + matfxEnvRender(header, inst, vsBits, flags, &matfx->fx[0].env); + break; + default: + matfxDefaultRender(header, inst, vsBits, flags); + break; + } + inst++; + } + teardownVertexInput(header); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = matfxRenderCB; + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline(); + +#include "shaders/matfx_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil }; + const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, matfx_env_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, matfx_env_frag_src, nil }; + const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, matfx_env_frag_src, nil }; + + envShader = Shader::create(vs, fs); + assert(envShader); + envShader_noAT = Shader::create(vs, fs_noAT); + assert(envShader_noAT); + + envShader_fullLight = Shader::create(vs_fullLight, fs); + assert(envShader_fullLight); + envShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT); + assert(envShader_fullLight_noAT); + + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_GL3])->destroy(); + matFXGlobals.pipelines[PLATFORM_GL3] = nil; + + envShader->destroy(); + envShader = nil; + envShader_noAT->destroy(); + envShader_noAT = nil; + envShader_fullLight->destroy(); + envShader_fullLight = nil; + envShader_fullLight_noAT->destroy(); + envShader_fullLight_noAT = nil; + + return o; +} + +void +initMatFX(void) +{ + u_texMatrix = registerUniform("u_texMatrix", UNIFORM_MAT4); + u_fxparams = registerUniform("u_fxparams", UNIFORM_VEC4); + u_colorClamp = registerUniform("u_colorClamp", UNIFORM_VEC4); + u_envColor = registerUniform("u_envColor", UNIFORM_VEC4); + + Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +#else + +void initMatFX(void) { } + +#endif + +} +} + diff --git a/src/gl/gl3pipe.cpp b/src/gl/gl3pipe.cpp new file mode 100644 index 0000000..4df0b7c --- /dev/null +++ b/src/gl/gl3pipe.cpp @@ -0,0 +1,333 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" + +namespace rw { +namespace gl3 { + +// TODO: make some of these things platform-independent + +#ifdef RW_OPENGL + +void +freeInstanceData(Geometry *geometry) +{ + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_GL3) + return; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + geometry->instData = nil; + glDeleteBuffers(1, &header->ibo); + glDeleteBuffers(1, &header->vbo); +#ifdef RW_GL_USE_VAOS + glDeleteBuffers(1, &header->vao); +#endif + rwFree(header->indexBuffer); + rwFree(header->vertexBuffer); + rwFree(header->attribDesc); + rwFree(header->inst); + rwFree(header); +} + +void* +destroyNativeData(void *object, int32, int32) +{ + freeInstanceData((Geometry*)object); + return object; +} + +static InstanceDataHeader* +instanceMesh(rw::ObjPipeline *rwpipe, Geometry *geo) +{ + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + MeshHeader *meshh = geo->meshHeader; + geo->instData = header; + header->platform = PLATFORM_GL3; + + header->serialNumber = meshh->serialNum; + header->numMeshes = meshh->numMeshes; + header->primType = meshh->flags == 1 ? GL_TRIANGLE_STRIP : GL_TRIANGLES; + header->totalNumVertex = geo->numVertices; + header->totalNumIndex = meshh->totalIndices; + header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + + header->indexBuffer = rwNewT(uint16, header->totalNumIndex, MEMDUR_EVENT | ID_GEOMETRY); + InstanceData *inst = header->inst; + Mesh *mesh = meshh->getMeshes(); + uint32 offset = 0; + for(uint32 i = 0; i < header->numMeshes; i++){ + findMinVertAndNumVertices(mesh->indices, mesh->numIndices, + &inst->minVert, &inst->numVertices); + assert(inst->minVert != 0xFFFFFFFF); + inst->numIndex = mesh->numIndices; + inst->material = mesh->material; + inst->vertexAlpha = 0; + inst->program = 0; + inst->offset = offset; + memcpy((uint8*)header->indexBuffer + inst->offset, + mesh->indices, inst->numIndex*2); + offset += inst->numIndex*2; + mesh++; + inst++; + } + + header->vertexBuffer = nil; + header->numAttribs = 0; + header->attribDesc = nil; + header->ibo = 0; + header->vbo = 0; + +#ifdef RW_GL_USE_VAOS + glGenVertexArrays(1, &header->vao); + glBindVertexArray(header->vao); +#endif + glGenBuffers(1, &header->ibo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, header->totalNumIndex*2, + header->indexBuffer, GL_STATIC_DRAW); + + return header; +} + +static void +instance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // don't try to (re)instance native data + if(geo->flags & Geometry::NATIVE) + return; + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + if(geo->instData){ + // Already have instanced data, so check if we have to reinstance + assert(header->platform == PLATFORM_GL3); + if(header->serialNumber != geo->meshHeader->serialNum){ + // Mesh changed, so reinstance everything + freeInstanceData(geo); + } + } + + // no instance or complete reinstance + if(geo->instData == nil){ + geo->instData = instanceMesh(rwpipe, geo); + pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 0); + }else if(geo->lockedSinceInst) + pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 1); + + geo->lockedSinceInst = 0; +} + +static void +uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + assert(0 && "can't uninstance"); +} + +static void +render(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + pipe->instance(atomic); + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_GL3); + if(pipe->renderCB) + pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData); +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_GL3); + this->impl.instance = gl3::instance; + this->impl.uninstance = gl3::uninstance; + this->impl.render = gl3::render; + this->instanceCB = nil; + this->uninstanceCB = nil; + this->renderCB = nil; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +void +defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) +{ + AttribDesc *attribs, *a; + + bool isPrelit = !!(geo->flags & Geometry::PRELIT); + bool hasNormals = !!(geo->flags & Geometry::NORMALS); + + if(!reinstance){ + AttribDesc tmpAttribs[12]; + uint32 stride; + + // + // Create attribute descriptions + // + a = tmpAttribs; + stride = 0; + + // Positions + a->index = ATTRIB_POS; + a->size = 3; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 12; + a++; + + // Normals + // TODO: compress + if(hasNormals){ + a->index = ATTRIB_NORMAL; + a->size = 3; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 12; + a++; + } + + // Prelighting + if(isPrelit){ + a->index = ATTRIB_COLOR; + a->size = 4; + a->type = GL_UNSIGNED_BYTE; + a->normalized = GL_TRUE; + a->offset = stride; + stride += 4; + a++; + } + + // Texture coordinates + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + a->index = ATTRIB_TEXCOORDS0+n; + a->size = 2; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 8; + a++; + } + + header->numAttribs = a - tmpAttribs; + for(a = tmpAttribs; a != &tmpAttribs[header->numAttribs]; a++) + a->stride = stride; + header->attribDesc = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY); + memcpy(header->attribDesc, tmpAttribs, + header->numAttribs*sizeof(AttribDesc)); + + // + // Allocate vertex buffer + // + header->vertexBuffer = rwNewT(uint8, header->totalNumVertex*stride, MEMDUR_EVENT | ID_GEOMETRY); + assert(header->vbo == 0); + glGenBuffers(1, &header->vbo); + } + + attribs = header->attribDesc; + + // + // Fill vertex buffer + // + + uint8 *verts = header->vertexBuffer; + + // Positions + if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){ + for(a = attribs; a->index != ATTRIB_POS; a++) + ; + instV3d(VERT_FLOAT3, verts + a->offset, + geo->morphTargets[0].vertices, + header->totalNumVertex, a->stride); + } + + // Normals + if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){ + for(a = attribs; a->index != ATTRIB_NORMAL; a++) + ; + instV3d(VERT_FLOAT3, verts + a->offset, + geo->morphTargets[0].normals, + header->totalNumVertex, a->stride); + } + + // Prelighting + if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){ + for(a = attribs; a->index != ATTRIB_COLOR; a++) + ; + int n = header->numMeshes; + InstanceData *inst = header->inst; + while(n--){ + assert(inst->minVert != 0xFFFFFFFF); + inst->vertexAlpha = instColor(VERT_RGBA, + verts + a->offset + a->stride*inst->minVert, + geo->colors + inst->minVert, + inst->numVertices, a->stride); + inst++; + } + } + + // Texture coordinates + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<index != ATTRIB_TEXCOORDS0+n; a++) + ; + instTexCoords(VERT_FLOAT2, verts + a->offset, + geo->texCoords[n], + header->totalNumVertex, a->stride); + } + } + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); +#endif + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride, + header->vertexBuffer, GL_STATIC_DRAW); +#ifdef RW_GL_USE_VAOS + setAttribPointers(header->attribDesc, header->numAttribs); + glBindVertexArray(0); +#endif +} + +void +defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + assert(0 && "can't uninstance"); +} + +ObjPipeline* +makeDefaultPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = defaultInstanceCB; + pipe->uninstanceCB = defaultUninstanceCB; + pipe->renderCB = defaultRenderCB; + return pipe; +} + +#else +void *destroyNativeData(void *object, int32, int32) { return object; } +#endif + +} +} diff --git a/src/gl/gl3raster.cpp b/src/gl/gl3raster.cpp new file mode 100644 index 0000000..b7c3941 --- /dev/null +++ b/src/gl/gl3raster.cpp @@ -0,0 +1,1045 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3impl.h" + +#define PLUGIN_ID ID_DRIVER + +namespace rw { +namespace gl3 { + +int32 nativeRasterOffset; + +static uint32 +getLevelSize(Raster *raster, int32 level) +{ + int i; + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + int w = raster->originalWidth; + int h = raster->originalHeight; + int s = raster->originalStride; + int minDim = 1; + +#ifdef RW_OPENGL + switch(natras->internalFormat){ + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: + case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: + case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: + minDim = 4; + break; + } +#endif + + for(i = 0; i < level; i++){ + if(w > minDim){ + w /= 2; + s /= 2; + } + if(h > minDim) + h /= 2; + } + + return s*h; +} + +#ifdef RW_OPENGL + +static Raster* +rasterCreateTexture(Raster *raster) +{ + if(raster->format & (Raster::PAL4 | Raster::PAL8)){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + + Gl3Raster *natras = GETGL3RASTEREXT(raster); + switch(raster->format & 0xF00){ + case Raster::C8888: + natras->internalFormat = GL_RGBA8; + natras->format = GL_RGBA; + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = 1; + natras->bpp = 4; + raster->depth = 32; + break; + case Raster::C888: + natras->internalFormat = GL_RGB8; + natras->format = GL_RGB; + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = 0; + natras->bpp = 3; + raster->depth = 24; + break; + case Raster::C1555: + natras->internalFormat = GL_RGB5_A1; + natras->format = GL_RGBA; + natras->type = GL_UNSIGNED_SHORT_5_5_5_1; + natras->hasAlpha = 1; + natras->bpp = 2; + raster->depth = 16; + break; + default: + RWERROR((ERR_INVRASTER)); + return nil; + } + + if(gl3Caps.gles){ + // glReadPixels only supports GL_RGBA + natras->internalFormat = GL_RGBA8; + natras->format = GL_RGBA; + natras->type = GL_UNSIGNED_BYTE; + natras->bpp = 4; + } + + raster->stride = raster->width*natras->bpp; + + if(raster->format & Raster::MIPMAP){ + int w = raster->width; + int h = raster->height; + natras->numLevels = 1; + while(w != 1 || h != 1){ + natras->numLevels++; + if(w > 1) w /= 2; + if(h > 1) h /= 2; + } + } + natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP); + if(natras->autogenMipmap) + natras->numLevels = 1; + + glGenTextures(1, &natras->texid); + uint32 prev = bindTexture(natras->texid); + glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat, + raster->width, raster->height, + 0, natras->format, natras->type, nil); + // TODO: allocate other levels...probably + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, natras->numLevels-1); + natras->filterMode = 0; + natras->addressU = 0; + natras->addressV = 0; + natras->maxAnisotropy = 1; + + bindTexture(prev); + return raster; +} + +static Raster* +rasterCreateCameraTexture(Raster *raster) +{ + if(raster->format & (Raster::PAL4 | Raster::PAL8)){ + RWERROR((ERR_NOTEXTURE)); + return nil; + } + + // TODO: figure out what the backbuffer is and use that as a default + Gl3Raster *natras = GETGL3RASTEREXT(raster); + switch(raster->format & 0xF00){ + case Raster::C8888: + natras->internalFormat = GL_RGBA8; + natras->format = GL_RGBA; + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = 1; + natras->bpp = 4; + break; + case Raster::C888: + default: + natras->internalFormat = GL_RGB8; + natras->format = GL_RGB; + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = 0; + natras->bpp = 3; + break; + case Raster::C1555: + natras->internalFormat = GL_RGB5_A1; + natras->format = GL_RGBA; + natras->type = GL_UNSIGNED_SHORT_5_5_5_1; + natras->hasAlpha = 1; + natras->bpp = 2; + break; + } + + // i don't remember why this was once here... + if(gl3Caps.gles){ + // glReadPixels only supports GL_RGBA +// natras->internalFormat = GL_RGBA8; +// natras->format = GL_RGBA; +// natras->type = GL_UNSIGNED_BYTE; +// natras->bpp = 4; + } + + raster->stride = raster->width*natras->bpp; + + natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP); + + glGenTextures(1, &natras->texid); + uint32 prev = bindTexture(natras->texid); + glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat, + raster->width, raster->height, + 0, natras->format, natras->type, nil); + natras->filterMode = 0; + natras->addressU = 0; + natras->addressV = 0; + natras->maxAnisotropy = 1; + + bindTexture(prev); + + + glGenFramebuffers(1, &natras->fbo); + bindFramebuffer(natras->fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, natras->texid, 0); + bindFramebuffer(0); + natras->fboMate = nil; + + return raster; +} + +static Raster* +rasterCreateCamera(Raster *raster) +{ + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + // TODO: set/check width, height, depth, format? + + // used for locking right now + raster->format = Raster::C888; + natras->internalFormat = GL_RGB8; + natras->format = GL_RGB; + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = 0; + natras->bpp = 3; + + natras->autogenMipmap = 0; + + natras->texid = 0; + natras->fbo = 0; + natras->fboMate = nil; + + return raster; +} + +static Raster* +rasterCreateZbuffer(Raster *raster) +{ + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + if(gl3Caps.gles){ + // have to use RBO on GLES!! + glGenRenderbuffers(1, &natras->texid); + glBindRenderbuffer(GL_RENDERBUFFER, natras->texid); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, raster->width, raster->height); + }else{ + // TODO: set/check width, height, depth, format? + natras->internalFormat = GL_DEPTH_STENCIL; + natras->format = GL_DEPTH_STENCIL; + natras->type = GL_UNSIGNED_INT_24_8; + + natras->autogenMipmap = 0; + + glGenTextures(1, &natras->texid); + uint32 prev = bindTexture(natras->texid); + glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat, + raster->width, raster->height, + 0, natras->format, natras->type, nil); + natras->filterMode = 0; + natras->addressU = 0; + natras->addressV = 0; + natras->maxAnisotropy = 1; + + bindTexture(prev); + } + natras->fbo = 0; + natras->fboMate = nil; + + return raster; +} + + +#endif + + +void +allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha) +{ +#ifdef RW_OPENGL + assert(raster->type == Raster::TEXTURE); + + Gl3Raster *natras = GETGL3RASTEREXT(raster); + switch(dxt){ + case 1: + if(hasAlpha){ + natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + natras->format = GL_RGBA; + }else{ + natras->internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; + natras->format = GL_RGB; + } + // bogus, but stride*height should be the size of the image + // 4x4 in 8 bytes + raster->stride = raster->width/2; + break; + case 3: + natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + natras->format = GL_RGBA; + // 4x4 in 16 bytes + raster->stride = raster->width; + break; + case 5: + natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + natras->format = GL_RGBA; + // 4x4 in 16 bytes + raster->stride = raster->width; + break; + default: + assert(0 && "invalid DXT format"); + } + natras->type = GL_UNSIGNED_BYTE; + natras->hasAlpha = hasAlpha; + natras->bpp = 2; + raster->depth = 16; + + natras->isCompressed = 1; + if(raster->format & Raster::MIPMAP) + natras->numLevels = numLevels; + natras->autogenMipmap = (raster->format & (Raster::MIPMAP|Raster::AUTOMIPMAP)) == (Raster::MIPMAP|Raster::AUTOMIPMAP); + if(natras->autogenMipmap) + natras->numLevels = 1; + + glGenTextures(1, &natras->texid); + uint32 prev = bindTexture(natras->texid); + glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat, + raster->width, raster->height, + 0, natras->format, natras->type, nil); + // TODO: allocate other levels...probably + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, natras->numLevels-1); + natras->filterMode = 0; + natras->addressU = 0; + natras->addressV = 0; + natras->maxAnisotropy = 1; + + bindTexture(prev); + + raster->originalStride = raster->stride; + + if(gl3Caps.gles && needToReadBackTextures){ + // Uh oh, need to keep a copy in cpu memory + int32 i; + int32 size = 0; + for(i = 0; i < natras->numLevels; i++) + size += getLevelSize(raster, i); + uint8 *data = (uint8*)rwNew(sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1)+size, + MEMDUR_EVENT | ID_DRIVER); + RasterLevels *levels = (RasterLevels*)data; + data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1); + levels->numlevels = natras->numLevels; + levels->format = 0; // not needed + for(i = 0; i < natras->numLevels; i++){ + levels->levels[i].data = data; + levels->levels[i].size = getLevelSize(raster, i); + levels->levels[i].width = 0; // we don't need those here, maybe later... + levels->levels[i].height = 0; + data += levels->levels[i].size; + } + natras->backingStore = levels; + } + + raster->flags &= ~Raster::DONTALLOCATE; +#endif +} + +/* +{ 0, 0, 0 }, +{ 16, 4, GL_RGBA }, // 1555 +{ 16, 3, GL_RGB }, // 565 +{ 16, 4, GL_RGBA }, // 4444 +{ 0, 0, 0 }, // LUM8 +{ 32, 4, GL_RGBA }, // 8888 +{ 24, 3, GL_RGB }, // 888 +{ 16, 3, GL_RGB }, // D16 +{ 24, 3, GL_RGB }, // D24 +{ 32, 4, GL_RGBA }, // D32 +{ 16, 3, GL_RGB }, // 555 + +0, +GL_RGB5_A1, +GL_RGB5, +GL_RGBA4, +0, +GL_RGBA8, +GL_RGB8, +GL_RGB5, +GL_RGB8, +GL_RGBA8, +GL_RGB5 +*/ + +Raster* +rasterCreate(Raster *raster) +{ + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + natras->isCompressed = 0; + natras->hasAlpha = 0; + natras->numLevels = 1; + + Raster *ret = raster; + + if(raster->width == 0 || raster->height == 0){ + raster->flags |= Raster::DONTALLOCATE; + raster->stride = 0; + goto ret; + } + if(raster->flags & Raster::DONTALLOCATE) + goto ret; + + switch(raster->type){ +#ifdef RW_OPENGL + case Raster::NORMAL: + case Raster::TEXTURE: + ret = rasterCreateTexture(raster); + break; + case Raster::CAMERATEXTURE: + ret = rasterCreateCameraTexture(raster); + break; + case Raster::ZBUFFER: + ret = rasterCreateZbuffer(raster); + break; + case Raster::CAMERA: + ret = rasterCreateCamera(raster); + break; +#endif + + default: + RWERROR((ERR_INVRASTER)); + return nil; + } + +ret: + raster->originalWidth = raster->width; + raster->originalHeight = raster->height; + raster->originalStride = raster->stride; + raster->originalPixels = raster->pixels; + return ret; +} + +uint8* +rasterLock(Raster *raster, int32 level, int32 lockMode) +{ +#ifdef RW_OPENGL + Gl3Raster *natras GETGL3RASTEREXT(raster); + uint8 *px; + uint32 allocSz; + int i; + + assert(raster->privateFlags == 0); + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + case Raster::CAMERATEXTURE: + for(i = 0; i < level; i++){ + if(raster->width > 1){ + raster->width /= 2; + raster->stride /= 2; + } + if(raster->height > 1) + raster->height /= 2; + } + + allocSz = getLevelSize(raster, level); + px = (uint8*)rwMalloc(allocSz, MEMDUR_EVENT | ID_DRIVER); + assert(raster->pixels == nil); + raster->pixels = px; + + if(lockMode & Raster::LOCKREAD || !(lockMode & Raster::LOCKNOFETCH)){ + if(natras->isCompressed){ + if(natras->backingStore){ + assert(level < natras->backingStore->numlevels); + assert(allocSz >= natras->backingStore->levels[level].size); + memcpy(px, natras->backingStore->levels[level].data, allocSz); + }else{ + // GLES is losing here + uint32 prev = bindTexture(natras->texid); + glGetCompressedTexImage(GL_TEXTURE_2D, level, px); + bindTexture(prev); + } + }else if(gl3Caps.gles){ + GLuint fbo; + glGenFramebuffers(1, &fbo); + bindFramebuffer(fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, natras->texid, 0); + GLenum e = glCheckFramebufferStatus(GL_FRAMEBUFFER); +assert(natras->format == GL_RGBA); + glReadPixels(0, 0, raster->width, raster->height, natras->format, natras->type, px); +//e = glGetError(); printf("GL err4 %x (%x)\n", e, natras->format); + bindFramebuffer(0); + glDeleteFramebuffers(1, &fbo); + }else{ + uint32 prev = bindTexture(natras->texid); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glGetTexImage(GL_TEXTURE_2D, level, natras->format, natras->type, px); + bindTexture(prev); + } + } + + raster->privateFlags = lockMode; + break; + + case Raster::CAMERA: + if(lockMode & Raster::PRIVATELOCK_WRITE) + assert(0 && "can't lock framebuffer for writing"); + raster->width = glGlobals.presentWidth; + raster->height = glGlobals.presentHeight; + raster->stride = raster->width*natras->bpp; + assert(natras->bpp == 3); + allocSz = raster->height*raster->stride; + px = (uint8*)rwMalloc(allocSz, MEMDUR_EVENT | ID_DRIVER); + assert(raster->pixels == nil); + raster->pixels = px; + glReadBuffer(GL_BACK); + glReadPixels(0, 0, raster->width, raster->height, GL_RGB, GL_UNSIGNED_BYTE, px); + + raster->privateFlags = lockMode; + break; + + default: + assert(0 && "cannot lock this type of raster yet"); + return nil; + } + + return px; +#else + return nil; +#endif +} + +void +rasterUnlock(Raster *raster, int32 level) +{ +#ifdef RW_OPENGL + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + assert(raster->pixels); + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + case Raster::CAMERATEXTURE: + if(raster->privateFlags & Raster::LOCKWRITE){ + uint32 prev = bindTexture(natras->texid); + if(natras->isCompressed){ + glCompressedTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat, + raster->width, raster->height, 0, + getLevelSize(raster, level), + raster->pixels); + if(natras->backingStore){ + assert(level < natras->backingStore->numlevels); + memcpy(natras->backingStore->levels[level].data, raster->pixels, + natras->backingStore->levels[level].size); + } + }else{ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat, + raster->width, raster->height, + 0, natras->format, natras->type, raster->pixels); + } + if(level == 0 && natras->autogenMipmap) + glGenerateMipmap(GL_TEXTURE_2D); + bindTexture(prev); + } + break; + + case Raster::CAMERA: + // TODO: write? + break; + } + + rwFree(raster->pixels); + raster->pixels = nil; +#endif + raster->width = raster->originalWidth; + raster->height = raster->originalHeight; + raster->stride = raster->originalStride; + raster->pixels = raster->originalPixels; + raster->privateFlags = 0; +} + +int32 +rasterNumLevels(Raster *raster) +{ + return GETGL3RASTEREXT(raster)->numLevels; +} + +// Almost the same as d3d9 and ps2 function +bool32 +imageFindRasterFormat(Image *img, int32 type, + int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat) +{ + int32 width, height, depth, format; + + assert((type&0xF) == Raster::TEXTURE); + +// for(width = 1; width < img->width; width <<= 1); +// for(height = 1; height < img->height; height <<= 1); + // Perhaps non-power-of-2 textures are acceptable? + width = img->width; + height = img->height; + + depth = img->depth; + + if(depth <= 8) + depth = 32; + + switch(depth){ + case 32: + if(img->hasAlpha()) + format = Raster::C8888; + else{ + format = Raster::C888; + depth = 24; + } + break; + case 24: + format = Raster::C888; + break; + case 16: + format = Raster::C1555; + break; + + case 8: + case 4: + default: + RWERROR((ERR_INVRASTER)); + return 0; + } + + format |= type; + + *pWidth = width; + *pHeight = height; + *pDepth = depth; + *pFormat = format; + + return 1; +} + +bool32 +rasterFromImage(Raster *raster, Image *image) +{ + if((raster->type&0xF) != Raster::TEXTURE) + return 0; + + void (*conv)(uint8 *out, uint8 *in) = nil; + + // Unpalettize image if necessary but don't change original + Image *truecolimg = nil; + if(image->depth <= 8){ + truecolimg = Image::create(image->width, image->height, image->depth); + truecolimg->pixels = image->pixels; + truecolimg->stride = image->stride; + truecolimg->palette = image->palette; + truecolimg->unpalettize(); + image = truecolimg; + } + + Gl3Raster *natras = GETGL3RASTEREXT(raster); + int32 format = raster->format&0xF00; + assert(!natras->isCompressed); + switch(image->depth){ + case 32: + if(gl3Caps.gles) + conv = conv_RGBA8888_from_RGBA8888; + else if(format == Raster::C8888) + conv = conv_RGBA8888_from_RGBA8888; + else if(format == Raster::C888) + conv = conv_RGB888_from_RGB888; + else + goto err; + break; + case 24: + if(gl3Caps.gles) + conv = conv_RGBA8888_from_RGB888; + else if(format == Raster::C8888) + conv = conv_RGBA8888_from_RGB888; + else if(format == Raster::C888) + conv = conv_RGB888_from_RGB888; + else + goto err; + break; + case 16: + if(gl3Caps.gles) + conv = conv_RGBA8888_from_ARGB1555; + else if(format == Raster::C1555) + conv = conv_RGBA5551_from_ARGB1555; + else + goto err; + break; + + case 8: + case 4: + default: + err: + RWERROR((ERR_INVRASTER)); + return 0; + } + + natras->hasAlpha = image->hasAlpha(); + + bool unlock = false; + if(raster->pixels == nil){ + raster->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + unlock = true; + } + + uint8 *pixels = raster->pixels; + assert(pixels); + uint8 *imgpixels = image->pixels + (image->height-1)*image->stride; + + int x, y; + assert(image->width == raster->width); + assert(image->height == raster->height); + for(y = 0; y < image->height; y++){ + uint8 *imgrow = imgpixels; + uint8 *rasrow = pixels; + for(x = 0; x < image->width; x++){ + conv(rasrow, imgrow); + imgrow += image->bpp; + rasrow += natras->bpp; + } + imgpixels -= image->stride; + pixels += raster->stride; + } + if(unlock) + raster->unlock(0); + + if(truecolimg) + truecolimg->destroy(); + + return 1; +} + +Image* +rasterToImage(Raster *raster) +{ + int32 depth; + Image *image; + + bool unlock = false; + if(raster->pixels == nil){ + raster->lock(0, Raster::LOCKREAD); + unlock = true; + } + + Gl3Raster *natras = GETGL3RASTEREXT(raster); + if(natras->isCompressed){ + // TODO + RWERROR((ERR_INVRASTER)); + return nil; + } + + void (*conv)(uint8 *out, uint8 *in) = nil; + switch(raster->format & 0xF00){ + case Raster::C1555: + depth = 16; + conv = conv_ARGB1555_from_RGBA5551; + break; + case Raster::C8888: + depth = 32; + conv = conv_RGBA8888_from_RGBA8888; + break; + case Raster::C888: + depth = 24; + conv = conv_RGB888_from_RGB888; + break; + + default: + case Raster::C555: + case Raster::C565: + case Raster::C4444: + case Raster::LUM8: + RWERROR((ERR_INVRASTER)); + return nil; + } + + if(raster->format & Raster::PAL4 || + raster->format & Raster::PAL8){ + RWERROR((ERR_INVRASTER)); + return nil; + } + + uint8 *in, *out; + image = Image::create(raster->width, raster->height, depth); + image->allocate(); + + uint8 *imgpixels = image->pixels + (image->height-1)*image->stride; + uint8 *pixels = raster->pixels; + + int x, y; + assert(image->width == raster->width); + assert(image->height == raster->height); + for(y = 0; y < image->height; y++){ + uint8 *imgrow = imgpixels; + uint8 *rasrow = pixels; + for(x = 0; x < image->width; x++){ + conv(imgrow, rasrow); + imgrow += image->bpp; + rasrow += natras->bpp; + } + imgpixels -= image->stride; + pixels += raster->stride; + } + + if(unlock) + raster->unlock(0); + + return image; +} + +static void* +createNativeRaster(void *object, int32 offset, int32) +{ + Gl3Raster *ras = PLUGINOFFSET(Gl3Raster, object, offset); + ras->texid = 0; + ras->fbo = 0; + ras->fboMate = nil; + ras->backingStore = nil; + return object; +} + +void evictRaster(Raster *raster); + +static void* +destroyNativeRaster(void *object, int32 offset, int32) +{ + Raster *raster = (Raster*)object; + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, object, offset); +#ifdef RW_OPENGL + evictRaster(raster); + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + glDeleteTextures(1, &natras->texid); + break; + + case Raster::CAMERATEXTURE: + if(natras->fboMate){ + // Break apart from currently associated zbuffer + Gl3Raster *zras = GETGL3RASTEREXT(natras->fboMate); + zras->fboMate = nil; + natras->fboMate = nil; + } + glDeleteFramebuffers(1, &natras->fbo); + glDeleteTextures(1, &natras->texid); + break; + + case Raster::ZBUFFER: + if(natras->fboMate){ + // Detatch from FBO we may be attached to + Gl3Raster *oldfb = GETGL3RASTEREXT(natras->fboMate); + if(oldfb->fbo){ + bindFramebuffer(oldfb->fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + } + oldfb->fboMate = nil; + } + if(gl3Caps.gles) + glDeleteRenderbuffers(1, &natras->texid); + else + glDeleteTextures(1, &natras->texid); + break; + + case Raster::CAMERA: + if(natras->fboMate){ + // Break apart from currently associated zbuffer + Gl3Raster *zras = GETGL3RASTEREXT(natras->fboMate); + zras->fboMate = nil; + natras->fboMate = nil; + } + break; + } + natras->texid = 0; + natras->fbo = 0; + + free(natras->backingStore); + +#endif + return object; +} + +static void* +copyNativeRaster(void *dst, void *, int32 offset, int32) +{ + Gl3Raster *d = PLUGINOFFSET(Gl3Raster, dst, offset); + d->texid = 0; + d->fbo = 0; + d->fboMate = nil; + d->backingStore = nil; + return dst; +} + +Texture* +readNativeTexture(Stream *stream) +{ + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_GL3){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + Texture *tex = Texture::create(nil); + if(tex == nil) + return nil; + + // Texture + tex->filterAddressing = stream->readU32(); + stream->read8(tex->name, 32); + stream->read8(tex->mask, 32); + + // Raster + uint32 format = stream->readU32(); + int32 width = stream->readI32(); + int32 height = stream->readI32(); + int32 depth = stream->readI32(); + int32 numLevels = stream->readI32(); + + // Native raster + int32 subplatform = stream->readI32(); + int32 flags = stream->readI32(); + int32 compression = stream->readI32(); + + if(subplatform != gl3Caps.gles){ + tex->destroy(); + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + + Raster *raster; + Gl3Raster *natras; + if(flags & 2){ + if(!gl3Caps.dxtSupported){ + tex->destroy(); + RWERROR((ERR_FORMAT_UNSUPPORTED)); + return nil; + } + raster = Raster::create(width, height, depth, format | Raster::TEXTURE | Raster::DONTALLOCATE, PLATFORM_GL3); + allocateDXT(raster, compression, numLevels, flags & 1); + }else{ + raster = Raster::create(width, height, depth, format | Raster::TEXTURE, PLATFORM_GL3); + } + assert(raster); + natras = GETGL3RASTEREXT(raster); + tex->raster = raster; + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = stream->readU32(); + data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + stream->read8(data, size); + raster->unlock(i); + } + return tex; +} + +void +writeNativeTexture(Texture *tex, Stream *stream) +{ + Raster *raster = tex->raster; + Gl3Raster *natras = GETGL3RASTEREXT(raster); + + int32 chunksize = getSizeNativeTexture(tex); + writeChunkHeader(stream, ID_STRUCT, chunksize-12); + stream->writeU32(PLATFORM_GL3); + + // Texture + stream->writeU32(tex->filterAddressing); + stream->write8(tex->name, 32); + stream->write8(tex->mask, 32); + + // Raster + int32 numLevels = natras->numLevels; + stream->writeI32(raster->format); + stream->writeI32(raster->width); + stream->writeI32(raster->height); + stream->writeI32(raster->depth); + stream->writeI32(numLevels); + + // Native raster + int32 flags = 0; + int32 compression = 0; + if(natras->hasAlpha) + flags |= 1; + if(natras->isCompressed){ + flags |= 2; + switch(natras->internalFormat){ +#ifdef RW_OPENGL + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: + compression = 1; + break; + case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: + compression = 3; + break; + case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: + compression = 5; + break; +#endif + default: + assert(0 && "unknown compression"); + } + } + stream->writeI32(gl3Caps.gles); + stream->writeI32(flags); + stream->writeI32(compression); + // TODO: auto mipmaps? + + uint32 size; + uint8 *data; + for(int32 i = 0; i < numLevels; i++){ + size = getLevelSize(raster, i); + stream->writeU32(size); + data = raster->lock(i, Raster::LOCKREAD); + stream->write8(data, size); + raster->unlock(i); + } +} + +uint32 +getSizeNativeTexture(Texture *tex) +{ + uint32 size = 12 + 72 + 32; + int32 levels = tex->raster->getNumLevels(); + for(int32 i = 0; i < levels; i++) + size += 4 + getLevelSize(tex->raster, i); + return size; +} + + + +void registerNativeRaster(void) +{ + nativeRasterOffset = Raster::registerPlugin(sizeof(Gl3Raster), + ID_RASTERGL3, + createNativeRaster, + destroyNativeRaster, + copyNativeRaster); +} + +} +} diff --git a/src/gl/gl3render.cpp b/src/gl/gl3render.cpp new file mode 100644 index 0000000..a02c5c0 --- /dev/null +++ b/src/gl/gl3render.cpp @@ -0,0 +1,193 @@ +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#ifdef RW_OPENGL +#include "rwgl3.h" +#include "rwgl3shader.h" + +#include "rwgl3impl.h" + +namespace rw { +namespace gl3 { + +#define MAX_LIGHTS + +void +drawInst_simple(InstanceDataHeader *header, InstanceData *inst) +{ + flushCache(); + glDrawElements(header->primType, inst->numIndex, + GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset); +} + +// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer +void +drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst) +{ + uint32 hasAlpha; + int alphafunc, alpharef, gsalpharef; + int zwrite; + hasAlpha = getAlphaBlend(); + if(hasAlpha){ + zwrite = rw::GetRenderState(rw::ZWRITEENABLE); + alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC); + if(zwrite){ + alpharef = rw::GetRenderState(rw::ALPHATESTREF); + gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF); + + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL); + SetRenderState(rw::ALPHATESTREF, gsalpharef); + drawInst_simple(header, inst); + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS); + SetRenderState(rw::ZWRITEENABLE, 0); + drawInst_simple(header, inst); + SetRenderState(rw::ZWRITEENABLE, 1); + SetRenderState(rw::ALPHATESTFUNC, alphafunc); + SetRenderState(rw::ALPHATESTREF, alpharef); + }else{ + SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS); + drawInst_simple(header, inst); + SetRenderState(rw::ALPHATESTFUNC, alphafunc); + } + }else + drawInst_simple(header, inst); +} + +void +drawInst(InstanceDataHeader *header, InstanceData *inst) +{ + if(rw::GetRenderState(rw::GSALPHATEST)) + drawInst_GSemu(header, inst); + else + drawInst_simple(header, inst); +} + + +void +setAttribPointers(AttribDesc *attribDescs, int32 numAttribs) +{ + AttribDesc *a; + for(a = attribDescs; a != &attribDescs[numAttribs]; a++){ + glEnableVertexAttribArray(a->index); + glVertexAttribPointer(a->index, a->size, a->type, a->normalized, + a->stride, (void*)(uint64)a->offset); + } +} + +void +disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs) +{ + AttribDesc *a; + for(a = attribDescs; a != &attribDescs[numAttribs]; a++) + glDisableVertexAttribArray(a->index); +} + +void +setupVertexInput(InstanceDataHeader *header) +{ +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +teardownVertexInput(InstanceDataHeader *header) +{ +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +int32 +lightingCB(Atomic *atomic) +{ + WorldLights lightData; + Light *directionals[8]; + Light *locals[8]; + lightData.directionals = directionals; + lightData.numDirectionals = 8; + lightData.locals = locals; + lightData.numLocals = 8; + + if(atomic->geometry->flags & rw::Geometry::LIGHT) + ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData); + else + memset(&lightData, 0, sizeof(lightData)); + return setLights(&lightData); +} + +int32 +lightingCB(void) +{ + WorldLights lightData; + Light *directionals[8]; + Light *locals[8]; + lightData.directionals = directionals; + lightData.numDirectionals = 8; + lightData.locals = locals; + lightData.numLocals = 8; + + ((World*)engine->currentWorld)->enumerateLights(&lightData); + return setLights(&lightData); +} + + +void +defaultRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + Material *m; + + uint32 flags = atomic->geometry->flags; + setWorldMatrix(atomic->getFrame()->getLTM()); + int32 vsBits = lightingCB(atomic); + + setupVertexInput(header); + + InstanceData *inst = header->inst; + int32 n = header->numMeshes; + + while(n--){ + m = inst->material; + + setMaterial(flags, m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + defaultShader->use(); + else + defaultShader_noAT->use(); + }else{ + if(getAlphaTest()) + defaultShader_fullLight->use(); + else + defaultShader_fullLight_noAT->use(); + } + + drawInst(header, inst); + inst++; + } + teardownVertexInput(header); +} + + +} +} + +#endif + diff --git a/src/gl/gl3shader.cpp b/src/gl/gl3shader.cpp new file mode 100644 index 0000000..fc57ae0 --- /dev/null +++ b/src/gl/gl3shader.cpp @@ -0,0 +1,363 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#ifdef RW_OPENGL +#include "rwgl3.h" +#include "rwgl3shader.h" + +namespace rw { +namespace gl3 { + +#include "shaders/header_vs.inc" +#include "shaders/header_fs.inc" + +UniformRegistry uniformRegistry; +static char nameBuffer[(MAX_UNIFORMS + MAX_BLOCKS)*32]; // static because memory system isn't up yet when we register +static uint32 nameBufPtr; +static float uniformData[512*4]; // seems enough +static uint32 dataPtr; + +static int uniformTypesize[] = { + 0, 4, 4, 16 +}; + +static char* +shader_strdup(const char *name) +{ + size_t len = strlen(name)+1; + char *s = &nameBuffer[nameBufPtr]; + nameBufPtr += len; + assert(nameBufPtr <= nelem(nameBuffer)); + memcpy(s, name, len); + return s; +} + +int32 +registerUniform(const char *name, UniformType type, int32 num) +{ + int i; + i = findUniform(name); + if(type == UNIFORM_NA) + num = 0; + if(i >= 0){ + Uniform *u = &uniformRegistry.uniforms[i]; + assert(u->type == type); + assert(u->num == num); + return i; + } + // TODO: print error + if(uniformRegistry.numUniforms+1 >= MAX_UNIFORMS){ + assert(0 && "no space for uniform"); + return -1; + } + Uniform *u = &uniformRegistry.uniforms[uniformRegistry.numUniforms]; + u->name = shader_strdup(name); + u->type = type; + u->serialNum = 0; + if(type == UNIFORM_NA){ + u->num = 0; + u->data = nil; + }else{ + u->num = num; + u->data = &uniformData[dataPtr]; + dataPtr += uniformTypesize[type]*num; + assert(dataPtr <= nelem(uniformData)); + } + + return uniformRegistry.numUniforms++; +} + +int32 +findUniform(const char *name) +{ + int i; + for(i = 0; i < uniformRegistry.numUniforms; i++) + if(strcmp(name, uniformRegistry.uniforms[i].name) == 0) + return i; + return -1; +} + +int32 +registerBlock(const char *name) +{ + int i; + i = findBlock(name); + if(i >= 0) return i; + // TODO: print error + if(uniformRegistry.numBlocks+1 >= MAX_BLOCKS) + return -1; + uniformRegistry.blockNames[uniformRegistry.numBlocks] = shader_strdup(name); + return uniformRegistry.numBlocks++; +} + +int32 +findBlock(const char *name) +{ + int i; + for(i = 0; i < uniformRegistry.numBlocks; i++) + if(strcmp(name, uniformRegistry.blockNames[i]) == 0) + return i; + return -1; +} + +void +setUniform(int32 id, void *data) +{ + Uniform *u = &uniformRegistry.uniforms[id]; + assert(u->type != UNIFORM_NA); + if(memcmp(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)) != 0){ + memcpy(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)); + //u->dirty = true; + u->serialNum++; + } +} + +void +flushUniforms(void) +{ + for(int i = 0; i < uniformRegistry.numUniforms; i++){ + // this is bad! + if(i >= currentShader->numUniforms){ + printf("trying to set uniform %d %s that doesn't exist!\n", i, uniformRegistry.uniforms[i].name); + continue; + } + + int32 loc = currentShader->uniformLocations[i]; + if(loc == -1) + continue; + + Uniform *u = &uniformRegistry.uniforms[i]; + if(currentShader->serialNums[i] != u->serialNum) + switch(u->type){ + case UNIFORM_NA: + break; + case UNIFORM_VEC4: + glUniform4fv(loc, u->num, (GLfloat*)u->data); + break; + case UNIFORM_IVEC4: + glUniform4iv(loc, u->num, (GLint*)u->data); + break; + case UNIFORM_MAT4: + glUniformMatrix4fv(loc, u->num, GL_FALSE, (GLfloat*)u->data); + break; + } + currentShader->serialNums[i] = u->serialNum; + } +} + +Shader *currentShader; + +static void +printShaderSource(const char **src) +{ + int f; + const char *file; + bool printline; + int line = 1; + for(f = 0; src[f]; f++){ + int fileline = 1; + char c; + file = src[f]; + printline = true; + while(c = *file++, c != '\0'){ + if(printline) + printf("%.4d/%d:%.4d: ", line++, f, fileline++); + putchar(c); + printline = c == '\n'; + } + putchar('\n'); + } +} + +static int +compileshader(GLenum type, const char **src, GLuint *shader) +{ + GLint n; + GLint shdr, success; + GLint len; + char *log; + + for(n = 0; src[n]; n++); + + shdr = glCreateShader(type); + glShaderSource(shdr, n, src, nil); + glCompileShader(shdr); + glGetShaderiv(shdr, GL_COMPILE_STATUS, &success); + if(!success){ + printShaderSource(src); + fprintf(stderr, "Error in %s shader\n", + type == GL_VERTEX_SHADER ? "vertex" : "fragment"); + glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len); + log = (char*)rwMalloc(len, MEMDUR_FUNCTION); + glGetShaderInfoLog(shdr, len, nil, log); + fprintf(stderr, "%s\n", log); + rwFree(log); + return 1; + } + *shader = shdr; + return 0; +} + +static int +linkprogram(GLint vs, GLint fs, GLuint *program) +{ + GLint prog, success; + GLint len; + char *log; + + prog = glCreateProgram(); + + if(gl3Caps.glversion < 30){ + // TODO: perhaps just do this always and get rid of the layout stuff? + glBindAttribLocation(prog, ATTRIB_POS, "in_pos"); + glBindAttribLocation(prog, ATTRIB_NORMAL, "in_normal"); + glBindAttribLocation(prog, ATTRIB_COLOR, "in_color"); + glBindAttribLocation(prog, ATTRIB_WEIGHTS, "in_weights"); + glBindAttribLocation(prog, ATTRIB_INDICES, "in_indices"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS1, "in_tex1"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS2, "in_tex2"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS3, "in_tex3"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS4, "in_tex4"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS5, "in_tex5"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS6, "in_tex6"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS7, "in_tex7"); + } + + glAttachShader(prog, vs); + glAttachShader(prog, fs); + glLinkProgram(prog); + glGetProgramiv(prog, GL_LINK_STATUS, &success); + if(!success){ + fprintf(stderr, "Error in program\n"); + glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len); + log = (char*)rwMalloc(len, MEMDUR_FUNCTION); + glGetProgramInfoLog(prog, len, nil, log); + fprintf(stderr, "%s\n", log); + rwFree(log); + return 1; + } + *program = prog; + return 0; +} + +Shader* +Shader::create(const char **vsrc, const char **fsrc) +{ + GLuint vs, fs, program; + int i; + int fail; + + fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs); + if(fail) + return nil; + + fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs); + if(fail){ + glDeleteShader(vs); + return nil; + } + + fail = linkprogram(vs, fs, &program); + + glDeleteShader(vs); + glDeleteShader(fs); + if(fail){ + return nil; + } + + Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global? + +#ifdef xxxRW_GLES2 + int numUniforms; + glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms); + for(i = 0; i < numUniforms; i++){ + GLint size; + GLenum type; + char name[100]; + glGetActiveUniform(program, i, 100, nil, &size, &type, name); + printf("%d %d %s\n", size, type, name); + } + printf("\n"); +#endif + +#ifdef xxxRW_GLES2 + int numAttribs; + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs); + for(i = 0; i < numAttribs; i++){ + GLint size; + GLenum type; + char name[100]; + glGetActiveAttrib(program, i, 100, nil, &size, &type, name); + GLint bind = glGetAttribLocation(program, name); + printf("%d %d %s. %d\n", size, type, name, bind); + } + printf("\n"); +#endif + + // set uniform block binding + for(i = 0; i < uniformRegistry.numBlocks; i++){ + int idx = glGetUniformBlockIndex(program, + uniformRegistry.blockNames[i]); + if(idx >= 0) + glUniformBlockBinding(program, idx, i); + } + + // query uniform locations + sh->program = program; + sh->numUniforms = uniformRegistry.numUniforms; + sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER); + sh->serialNums = rwNewT(uint32, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER); + for(i = 0; i < uniformRegistry.numUniforms; i++){ + sh->uniformLocations[i] = glGetUniformLocation(program, + uniformRegistry.uniforms[i].name); + sh->serialNums[i] = ~0; // let's hope this means dirty + } + + // set samplers + glUseProgram(program); + char name[64]; + GLint loc; + for(i = 0; i < 4; i++){ + sprintf(name, "tex%d", i); + loc = glGetUniformLocation(program, name); + glUniform1i(loc, i); + } + + // reset program + if(currentShader) + glUseProgram(currentShader->program); + + return sh; +} + +void +Shader::use(void) +{ + if(currentShader != this){ + glUseProgram(this->program); + currentShader = this; + } +} + +void +Shader::destroy(void) +{ + glDeleteProgram(this->program); + rwFree(this->uniformLocations); + rwFree(this->serialNums); + rwFree(this); +} + +} +} + +#endif diff --git a/src/gl/gl3skin.cpp b/src/gl/gl3skin.cpp new file mode 100644 index 0000000..6b69bbd --- /dev/null +++ b/src/gl/gl3skin.cpp @@ -0,0 +1,366 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwplugins.h" + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3plg.h" + +#include "rwgl3impl.h" + +namespace rw { +namespace gl3 { + +#ifdef RW_OPENGL + +static Shader *skinShader, *skinShader_noAT; +static Shader *skinShader_fullLight, *skinShader_fullLight_noAT; +static int32 u_boneMatrices; + +void +skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) +{ + AttribDesc *attribs, *a; + + bool isPrelit = !!(geo->flags & Geometry::PRELIT); + bool hasNormals = !!(geo->flags & Geometry::NORMALS); + + if(!reinstance){ + AttribDesc tmpAttribs[14]; + uint32 stride; + + // + // Create attribute descriptions + // + a = tmpAttribs; + stride = 0; + + // Positions + a->index = ATTRIB_POS; + a->size = 3; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 12; + a++; + + // Normals + // TODO: compress + if(hasNormals){ + a->index = ATTRIB_NORMAL; + a->size = 3; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 12; + a++; + } + + // Prelighting + if(isPrelit){ + a->index = ATTRIB_COLOR; + a->size = 4; + a->type = GL_UNSIGNED_BYTE; + a->normalized = GL_TRUE; + a->offset = stride; + stride += 4; + a++; + } + + // Texture coordinates + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + a->index = ATTRIB_TEXCOORDS0+n; + a->size = 2; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 8; + a++; + } + + // Weights + a->index = ATTRIB_WEIGHTS; + a->size = 4; + a->type = GL_FLOAT; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 16; + a++; + + // Indices + a->index = ATTRIB_INDICES; + a->size = 4; + a->type = GL_UNSIGNED_BYTE; + a->normalized = GL_FALSE; + a->offset = stride; + stride += 4; + a++; + + header->numAttribs = a - tmpAttribs; + for(a = tmpAttribs; a != &tmpAttribs[header->numAttribs]; a++) + a->stride = stride; + header->attribDesc = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY); + memcpy(header->attribDesc, tmpAttribs, + header->numAttribs*sizeof(AttribDesc)); + + // + // Allocate vertex buffer + // + header->vertexBuffer = rwNewT(uint8, header->totalNumVertex*stride, MEMDUR_EVENT | ID_GEOMETRY); + assert(header->vbo == 0); + glGenBuffers(1, &header->vbo); + } + + Skin *skin = Skin::get(geo); + attribs = header->attribDesc; + + // + // Fill vertex buffer + // + + uint8 *verts = header->vertexBuffer; + + // Positions + if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){ + for(a = attribs; a->index != ATTRIB_POS; a++) + ; + instV3d(VERT_FLOAT3, verts + a->offset, + geo->morphTargets[0].vertices, + header->totalNumVertex, a->stride); + } + + // Normals + if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){ + for(a = attribs; a->index != ATTRIB_NORMAL; a++) + ; + instV3d(VERT_FLOAT3, verts + a->offset, + geo->morphTargets[0].normals, + header->totalNumVertex, a->stride); + } + + // Prelighting + if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){ + for(a = attribs; a->index != ATTRIB_COLOR; a++) + ; + instColor(VERT_RGBA, verts + a->offset, + geo->colors, + header->totalNumVertex, a->stride); + } + + // Texture coordinates + for(int32 n = 0; n < geo->numTexCoordSets; n++){ + if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<index != ATTRIB_TEXCOORDS0+n; a++) + ; + instTexCoords(VERT_FLOAT2, verts + a->offset, + geo->texCoords[n], + header->totalNumVertex, a->stride); + } + } + + // Weights + if(!reinstance){ + for(a = attribs; a->index != ATTRIB_WEIGHTS; a++) + ; + float *w = skin->weights; + instV4d(VERT_FLOAT4, verts + a->offset, + (V4d*)w, + header->totalNumVertex, a->stride); + } + + // Indices + if(!reinstance){ + for(a = attribs; a->index != ATTRIB_INDICES; a++) + ; + // not really colors of course but what the heck + instColor(VERT_RGBA, verts + a->offset, + (RGBA*)skin->indices, + header->totalNumVertex, a->stride); + } + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); +#endif + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride, + header->vertexBuffer, GL_STATIC_DRAW); +#ifdef RW_GL_USE_VAOS + setAttribPointers(header->attribDesc, header->numAttribs); + glBindVertexArray(0); +#endif +} + +void +skinUninstanceCB(Geometry *geo, InstanceDataHeader *header) +{ + assert(0 && "can't uninstance"); +} + +static float skinMatrices[64*16]; + +void +uploadSkinMatrices(Atomic *a) +{ + int i; + Skin *skin = Skin::get(a->geometry); + Matrix *m = (Matrix*)skinMatrices; + HAnimHierarchy *hier = Skin::getHierarchy(a); + + if(hier){ + Matrix *invMats = (Matrix*)skin->inverseMatrices; + Matrix tmp; + + assert(skin->numBones == hier->numNodes); + if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){ + for(i = 0; i < hier->numNodes; i++){ + invMats[i].flags = 0; + Matrix::mult(m, &invMats[i], &hier->matrices[i]); + m++; + } + }else{ + Matrix invAtmMat; + Matrix::invert(&invAtmMat, a->getFrame()->getLTM()); + for(i = 0; i < hier->numNodes; i++){ + invMats[i].flags = 0; + Matrix::mult(&tmp, &hier->matrices[i], &invAtmMat); + Matrix::mult(m, &invMats[i], &tmp); + m++; + } + } + }else{ + for(i = 0; i < skin->numBones; i++){ + m->setIdentity(); + m++; + } + } + setUniform(u_boneMatrices, skinMatrices); +} + +void +skinRenderCB(Atomic *atomic, InstanceDataHeader *header) +{ + Material *m; + + uint32 flags = atomic->geometry->flags; + setWorldMatrix(atomic->getFrame()->getLTM()); + int32 vsBits = lightingCB(atomic); + + setupVertexInput(header); + + InstanceData *inst = header->inst; + int32 n = header->numMeshes; + + uploadSkinMatrices(atomic); + + while(n--){ + m = inst->material; + + setMaterial(flags, m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + if((vsBits & VSLIGHT_MASK) == 0){ + if(getAlphaTest()) + skinShader->use(); + else + skinShader_noAT->use(); + }else{ + if(getAlphaTest()) + skinShader_fullLight->use(); + else + skinShader_fullLight_noAT->use(); + } + + drawInst(header, inst); + inst++; + } + teardownVertexInput(header); +} + +static void* +skinOpen(void *o, int32, int32) +{ + skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline(); + +#include "shaders/simple_fs_gl.inc" +#include "shaders/skin_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil }; + const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, skin_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, simple_frag_src, nil }; + + skinShader = Shader::create(vs, fs); + assert(skinShader); + skinShader_noAT = Shader::create(vs, fs_noAT); + assert(skinShader_noAT); + + skinShader_fullLight = Shader::create(vs_fullLight, fs); + assert(skinShader_fullLight); + skinShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT); + assert(skinShader_fullLight_noAT); + + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_GL3])->destroy(); + skinGlobals.pipelines[PLATFORM_GL3] = nil; + + skinShader->destroy(); + skinShader = nil; + skinShader_noAT->destroy(); + skinShader_noAT = nil; + skinShader_fullLight->destroy(); + skinShader_fullLight = nil; + skinShader_fullLight_noAT->destroy(); + skinShader_fullLight_noAT = nil; + + return o; +} + +void +initSkin(void) +{ + u_boneMatrices = registerUniform("u_boneMatrices", UNIFORM_MAT4, 64); + + Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = skinUninstanceCB; + pipe->renderCB = skinRenderCB; + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + return pipe; +} + +#else + +void initSkin(void) { } + +#endif + +} +} + diff --git a/src/gl/glad/glad.c b/src/gl/glad/glad.c new file mode 100644 index 0000000..05161d1 --- /dev/null +++ b/src/gl/glad/glad.c @@ -0,0 +1,1590 @@ +/* + + OpenGL, OpenGL ES loader generated by glad 0.1.34 on Wed Feb 17 15:35:25 2021. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3, gles2=3.1 + Profile: core + Extensions: + GL_EXT_framebuffer_object, + GL_EXT_texture_compression_s3tc, + GL_EXT_texture_filter_anisotropic, + GL_KHR_debug, + GL_KHR_texture_compression_astc_ldr + Loader: False + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_EXT_framebuffer_object,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_KHR_debug,GL_KHR_texture_compression_astc_ldr" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D3.3&api=gles2%3D3.1&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_KHR_debug&extensions=GL_KHR_texture_compression_astc_ldr +*/ + +#include +#include +#include +#include "glad.h" + +struct gladGLversionStruct GLVersion = { 0, 0 }; + +static int requested_major_version; +static int requested_minor_version; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + unsigned int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < (unsigned)num_exts_i; index++) { + const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp); + + char *local_str = (char*)malloc((len+1) * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); + } + exts_i[index] = local_str; + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + int index; + for(index = 0; index < num_exts_i; index++) { + free((char *)exts_i[index]); + } + free((void *)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + if(exts_i == NULL) return 0; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(exts_i[index] != NULL && strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +int GLAD_GL_VERSION_3_3 = 0; +int GLAD_GL_ES_VERSION_2_0 = 0; +int GLAD_GL_ES_VERSION_3_0 = 0; +int GLAD_GL_ES_VERSION_3_1 = 0; +PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL; +PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL; +PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; +PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL; +PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL; +PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL; +PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL; +PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL; +PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL; +PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL; +PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL; +PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL; +PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL; +PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL; +PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL; +PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL; +PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL; +PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL; +PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL; +PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL; +PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL; +PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL; +PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL; +PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; +PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +int GLAD_GL_EXT_framebuffer_object = 0; +int GLAD_GL_EXT_texture_compression_s3tc = 0; +int GLAD_GL_EXT_texture_filter_anisotropic = 0; +int GLAD_GL_KHR_debug = 0; +int GLAD_GL_KHR_texture_compression_astc_ldr = 0; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR = NULL; +PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR = NULL; +PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR = NULL; +PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR = NULL; +PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR = NULL; +PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR = NULL; +PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR = NULL; +PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR = NULL; +PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR = NULL; +PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR = NULL; +PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR = NULL; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); + glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); + glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); + glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static void load_GL_VERSION_3_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_3) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_EXT_framebuffer_object(GLADloadproc load) { + if(!GLAD_GL_EXT_framebuffer_object || GLAD_GL_VERSION_3_0) return; + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbufferEXT"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbufferEXT"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffersEXT"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffersEXT"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorageEXT"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameterivEXT"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebufferEXT"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebufferEXT"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffersEXT"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffersEXT"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatusEXT"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1DEXT"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2DEXT"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3DEXT"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbufferEXT"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameterivEXT"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmapEXT"); +} +static void load_GL_KHR_debug(GLADloadproc load) { + if(!GLAD_GL_KHR_debug) return; + glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert"); + glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); + glad_glDebugMessageControlKHR = (PFNGLDEBUGMESSAGECONTROLKHRPROC)load("glDebugMessageControlKHR"); + glad_glDebugMessageInsertKHR = (PFNGLDEBUGMESSAGEINSERTKHRPROC)load("glDebugMessageInsertKHR"); + glad_glDebugMessageCallbackKHR = (PFNGLDEBUGMESSAGECALLBACKKHRPROC)load("glDebugMessageCallbackKHR"); + glad_glGetDebugMessageLogKHR = (PFNGLGETDEBUGMESSAGELOGKHRPROC)load("glGetDebugMessageLogKHR"); + glad_glPushDebugGroupKHR = (PFNGLPUSHDEBUGGROUPKHRPROC)load("glPushDebugGroupKHR"); + glad_glPopDebugGroupKHR = (PFNGLPOPDEBUGGROUPKHRPROC)load("glPopDebugGroupKHR"); + glad_glObjectLabelKHR = (PFNGLOBJECTLABELKHRPROC)load("glObjectLabelKHR"); + glad_glGetObjectLabelKHR = (PFNGLGETOBJECTLABELKHRPROC)load("glGetObjectLabelKHR"); + glad_glObjectPtrLabelKHR = (PFNGLOBJECTPTRLABELKHRPROC)load("glObjectPtrLabelKHR"); + glad_glGetObjectPtrLabelKHR = (PFNGLGETOBJECTPTRLABELKHRPROC)load("glGetObjectPtrLabelKHR"); + glad_glGetPointervKHR = (PFNGLGETPOINTERVKHRPROC)load("glGetPointervKHR"); +} +static int find_extensionsGL(void) { + if (!get_exts()) return 0; + GLAD_GL_EXT_framebuffer_object = has_ext("GL_EXT_framebuffer_object"); + GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc"); + GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic"); + GLAD_GL_KHR_debug = has_ext("GL_KHR_debug"); + GLAD_GL_KHR_texture_compression_astc_ldr = has_ext("GL_KHR_texture_compression_astc_ldr"); + free_exts(); + return 1; +} + +static void find_coreGL(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + if(major > requested_major_version) { + major = requested_major_version; + } + + if(major == requested_major_version && minor > requested_minor_version) { + minor = requested_minor_version; + } + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) { + max_loaded_major = 3; + max_loaded_minor = 3; + } +} + +int gladLoadGLLoader(GLADloadproc load, int requestedVersion) { + requested_major_version = requestedVersion / 10; + requested_minor_version = requestedVersion % 10; + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGL(); + load_GL_VERSION_1_0(load); + load_GL_VERSION_1_1(load); + load_GL_VERSION_1_2(load); + load_GL_VERSION_1_3(load); + load_GL_VERSION_1_4(load); + load_GL_VERSION_1_5(load); + load_GL_VERSION_2_0(load); + load_GL_VERSION_2_1(load); + load_GL_VERSION_3_0(load); + load_GL_VERSION_3_1(load); + load_GL_VERSION_3_2(load); + load_GL_VERSION_3_3(load); + + if (!find_extensionsGL()) return 0; + load_GL_EXT_framebuffer_object(load); + load_GL_KHR_debug(load); + return GLVersion.major != 0 || GLVersion.minor != 0; +} + +static void load_GL_ES_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_2_0) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); +} +static void load_GL_ES_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_3_0) return; + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback"); + glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary"); + glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); +} +static void load_GL_ES_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_3_1) return; + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect"); + glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect"); + glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect"); + glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri"); + glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv"); + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation"); + glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages"); + glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram"); + glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv"); + glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline"); + glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines"); + glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines"); + glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline"); + glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv"); + glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i"); + glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i"); + glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i"); + glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui"); + glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui"); + glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui"); + glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f"); + glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f"); + glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f"); + glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv"); + glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv"); + glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv"); + glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv"); + glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv"); + glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv"); + glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv"); + glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv"); + glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv"); + glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv"); + glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv"); + glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv"); + glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv"); + glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv"); + glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv"); + glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv"); + glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv"); + glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); + glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion"); + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); +} +static int find_extensionsGLES2(void) { + if (!get_exts()) return 0; + GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc"); + GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic"); + GLAD_GL_KHR_debug = has_ext("GL_KHR_debug"); + GLAD_GL_KHR_texture_compression_astc_ldr = has_ext("GL_KHR_texture_compression_astc_ldr"); + free_exts(); + return 1; +} + +static void find_coreGLES2(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + if(major > requested_major_version) { + major = requested_major_version; + } + + if(major == requested_major_version && minor > requested_minor_version) { + minor = requested_minor_version; + } + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_ES_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_ES_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 1)) { + max_loaded_major = 3; + max_loaded_minor = 1; + } +} + +int gladLoadGLES2Loader(GLADloadproc load, int requestedVersion) { + requested_major_version = requestedVersion / 10; + requested_minor_version = requestedVersion % 10; + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGLES2(); + load_GL_ES_VERSION_2_0(load); + load_GL_ES_VERSION_3_0(load); + load_GL_ES_VERSION_3_1(load); + + if (!find_extensionsGLES2()) return 0; + load_GL_KHR_debug(load); + return GLVersion.major != 0 || GLVersion.minor != 0; +} diff --git a/src/gl/glad/glad.h b/src/gl/glad/glad.h new file mode 100644 index 0000000..8f785d5 --- /dev/null +++ b/src/gl/glad/glad.h @@ -0,0 +1,2808 @@ +/* + + OpenGL, OpenGL ES loader generated by glad 0.1.34 on Wed Feb 17 15:35:25 2021. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3, gles2=3.1 + Profile: core + Extensions: + GL_EXT_framebuffer_object, + GL_EXT_texture_compression_s3tc, + GL_EXT_texture_filter_anisotropic, + GL_KHR_debug, + GL_KHR_texture_compression_astc_ldr + Loader: False + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="core" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_EXT_framebuffer_object,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_KHR_debug,GL_KHR_texture_compression_astc_ldr" + Online: + https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D3.3&api=gles2%3D3.1&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_KHR_debug&extensions=GL_KHR_texture_compression_astc_ldr +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#ifdef __gl2_h_ +#error OpenGL ES 2 header already included, remove this include, glad already provides it +#endif +#define __gl2_h_ + +#ifdef __gl3_h_ +#error OpenGL ES 3 header already included, remove this include, glad already provides it +#endif +#define __gl3_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#define APIENTRY __stdcall +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY APIENTRY +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(_WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; +GLAPI int gladLoadGLLoader(GLADloadproc, int requestedVersion); + +GLAPI int gladLoadGLES2Loader(GLADloadproc, int requestedVersion); + +#include "khrplatform.h" +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef khronos_int8_t GLbyte; +typedef khronos_uint8_t GLubyte; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef int GLint; +typedef unsigned int GLuint; +typedef khronos_int32_t GLclampx; +typedef int GLsizei; +typedef khronos_float_t GLfloat; +typedef khronos_float_t GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglClientBufferEXT; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef khronos_uint16_t GLhalf; +typedef khronos_uint16_t GLhalfARB; +typedef khronos_int32_t GLfixed; +typedef khronos_intptr_t GLintptr; +typedef khronos_intptr_t GLintptrARB; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_int64_t GLint64; +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64; +typedef khronos_uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_DOUBLE 0x140A +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FIXED 0x140C +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_RGB565 0x8D62 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_VERTEX_BINDING_BUFFER 0x8F4F +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(void); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(void); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif +#ifndef GL_ES_VERSION_2_0 +#define GL_ES_VERSION_2_0 1 +GLAPI int GLAD_GL_ES_VERSION_2_0; +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); +GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void); +GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +#endif +#ifndef GL_ES_VERSION_3_0 +#define GL_ES_VERSION_3_0 1 +GLAPI int GLAD_GL_ES_VERSION_3_0; +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; +#define glBindTransformFeedback glad_glBindTransformFeedback +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; +#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; +#define glGenTransformFeedbacks glad_glGenTransformFeedbacks +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id); +GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; +#define glIsTransformFeedback glad_glIsTransformFeedback +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; +#define glPauseTransformFeedback glad_glPauseTransformFeedback +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; +#define glResumeTransformFeedback glad_glResumeTransformFeedback +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; +#define glGetProgramBinary glad_glGetProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary; +#define glProgramBinary glad_glProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; +#define glProgramParameteri glad_glProgramParameteri +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; +#define glInvalidateFramebuffer glad_glInvalidateFramebuffer +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; +#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; +#define glTexStorage2D glad_glTexStorage2D +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; +#define glTexStorage3D glad_glTexStorage3D +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; +#define glGetInternalformativ glad_glGetInternalformativ +#endif +#ifndef GL_ES_VERSION_3_1 +#define GL_ES_VERSION_3_1 1 +GLAPI int GLAD_GL_ES_VERSION_3_1; +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; +#define glDispatchCompute glad_glDispatchCompute +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect); +GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; +#define glDispatchComputeIndirect glad_glDispatchComputeIndirect +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect); +GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; +#define glDrawArraysIndirect glad_glDrawArraysIndirect +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect); +GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; +#define glDrawElementsIndirect glad_glDrawElementsIndirect +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; +#define glFramebufferParameteri glad_glFramebufferParameteri +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; +#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; +#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; +#define glGetProgramResourceIndex glad_glGetProgramResourceIndex +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; +#define glGetProgramResourceName glad_glGetProgramResourceName +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; +#define glGetProgramResourceiv glad_glGetProgramResourceiv +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; +#define glGetProgramResourceLocation glad_glGetProgramResourceLocation +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; +#define glUseProgramStages glad_glUseProgramStages +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program); +GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; +#define glActiveShaderProgram glad_glActiveShaderProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; +#define glCreateShaderProgramv glad_glCreateShaderProgramv +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; +#define glBindProgramPipeline glad_glBindProgramPipeline +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines); +GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; +#define glDeleteProgramPipelines glad_glDeleteProgramPipelines +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; +#define glGenProgramPipelines glad_glGenProgramPipelines +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; +#define glIsProgramPipeline glad_glIsProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; +#define glGetProgramPipelineiv glad_glGetProgramPipelineiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0); +GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; +#define glProgramUniform1i glad_glProgramUniform1i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); +GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; +#define glProgramUniform2i glad_glProgramUniform2i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; +#define glProgramUniform3i glad_glProgramUniform3i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; +#define glProgramUniform4i glad_glProgramUniform4i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); +GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; +#define glProgramUniform1ui glad_glProgramUniform1ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; +#define glProgramUniform2ui glad_glProgramUniform2ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; +#define glProgramUniform3ui glad_glProgramUniform3ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; +#define glProgramUniform4ui glad_glProgramUniform4ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); +GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; +#define glProgramUniform1f glad_glProgramUniform1f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; +#define glProgramUniform2f glad_glProgramUniform2f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; +#define glProgramUniform3f glad_glProgramUniform3f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; +#define glProgramUniform4f glad_glProgramUniform4f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; +#define glProgramUniform1iv glad_glProgramUniform1iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; +#define glProgramUniform2iv glad_glProgramUniform2iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; +#define glProgramUniform3iv glad_glProgramUniform3iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; +#define glProgramUniform4iv glad_glProgramUniform4iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; +#define glProgramUniform1uiv glad_glProgramUniform1uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; +#define glProgramUniform2uiv glad_glProgramUniform2uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; +#define glProgramUniform3uiv glad_glProgramUniform3uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; +#define glProgramUniform4uiv glad_glProgramUniform4uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; +#define glProgramUniform1fv glad_glProgramUniform1fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; +#define glProgramUniform2fv glad_glProgramUniform2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; +#define glProgramUniform3fv glad_glProgramUniform3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; +#define glProgramUniform4fv glad_glProgramUniform4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; +#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; +#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; +#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; +#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; +#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; +#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; +#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; +#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; +#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; +#define glValidateProgramPipeline glad_glValidateProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; +#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; +#define glBindImageTexture glad_glBindImageTexture +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; +#define glMemoryBarrier glad_glMemoryBarrier +typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; +#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; +#define glTexStorage2DMultisample glad_glTexStorage2DMultisample +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; +#define glBindVertexBuffer glad_glBindVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; +#define glVertexAttribFormat glad_glVertexAttribFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; +#define glVertexAttribIFormat glad_glVertexAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; +#define glVertexAttribBinding glad_glVertexAttribBinding +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; +#define glVertexBindingDivisor glad_glVertexBindingDivisor +#endif +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245 +#define GL_DEBUG_SOURCE_API_KHR 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A +#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B +#define GL_DEBUG_TYPE_ERROR_KHR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250 +#define GL_DEBUG_TYPE_OTHER_KHR 0x8251 +#define GL_DEBUG_TYPE_MARKER_KHR 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D +#define GL_BUFFER_KHR 0x82E0 +#define GL_SHADER_KHR 0x82E1 +#define GL_PROGRAM_KHR 0x82E2 +#define GL_VERTEX_ARRAY_KHR 0x8074 +#define GL_QUERY_KHR 0x82E3 +#define GL_PROGRAM_PIPELINE_KHR 0x82E4 +#define GL_SAMPLER_KHR 0x82E6 +#define GL_MAX_LABEL_LENGTH_KHR 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147 +#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148 +#define GL_DEBUG_OUTPUT_KHR 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002 +#define GL_STACK_OVERFLOW_KHR 0x0503 +#define GL_STACK_UNDERFLOW_KHR 0x0504 +#define GL_DISPLAY_LIST 0x82E7 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 +GLAPI int GLAD_GL_EXT_framebuffer_object; +#endif +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +GLAPI int GLAD_GL_EXT_texture_compression_s3tc; +#endif +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +GLAPI int GLAD_GL_EXT_texture_filter_anisotropic; +#endif +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +GLAPI int GLAD_GL_KHR_debug; +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR; +#define glDebugMessageControlKHR glad_glDebugMessageControlKHR +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR; +#define glDebugMessageInsertKHR glad_glDebugMessageInsertKHR +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC)(GLDEBUGPROCKHR callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR; +#define glDebugMessageCallbackKHR glad_glDebugMessageCallbackKHR +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR; +#define glGetDebugMessageLogKHR glad_glGetDebugMessageLogKHR +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR; +#define glPushDebugGroupKHR glad_glPushDebugGroupKHR +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR; +#define glPopDebugGroupKHR glad_glPopDebugGroupKHR +typedef void (APIENTRYP PFNGLOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR; +#define glObjectLabelKHR glad_glObjectLabelKHR +typedef void (APIENTRYP PFNGLGETOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR; +#define glGetObjectLabelKHR glad_glGetObjectLabelKHR +typedef void (APIENTRYP PFNGLOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR; +#define glObjectPtrLabelKHR glad_glObjectPtrLabelKHR +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR; +#define glGetObjectPtrLabelKHR glad_glGetObjectPtrLabelKHR +typedef void (APIENTRYP PFNGLGETPOINTERVKHRPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR; +#define glGetPointervKHR glad_glGetPointervKHR +#endif +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr; +#endif +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +GLAPI int GLAD_GL_EXT_texture_compression_s3tc; +#endif +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +GLAPI int GLAD_GL_EXT_texture_filter_anisotropic; +#endif +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +GLAPI int GLAD_GL_KHR_debug; +#endif +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr; +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/src/gl/glad/khrplatform.h b/src/gl/glad/khrplatform.h new file mode 100644 index 0000000..dd22d92 --- /dev/null +++ b/src/gl/glad/khrplatform.h @@ -0,0 +1,290 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/src/gl/rwgl3.h b/src/gl/rwgl3.h new file mode 100644 index 0000000..f7d963d --- /dev/null +++ b/src/gl/rwgl3.h @@ -0,0 +1,307 @@ +#ifdef RW_GL3 +#include "glad/glad.h" +#ifdef LIBRW_SDL2 +#include +#elif defined(LIBRW_SDL3) +#include +#elif defined(LIBRW_GLFW) +#include +#else +not implemented +#endif +#endif + +namespace rw { + +#ifdef RW_GL3 +struct EngineOpenParams +{ +#ifdef LIBRW_SDL2 + SDL_Window **window; + bool32 fullscreen; +#elif defined(LIBRW_SDL3) + SDL_Window **window; + bool32 fullscreen; +#elif defined(LIBRW_GLFW) + GLFWwindow **window; +#else + not implemented +#endif + int width, height; + const char *windowtitle; +}; +#endif + +namespace gl3 { + +void registerPlatformPlugins(void); + +extern Device renderdevice; + +// arguments to glVertexAttribPointer basically +struct AttribDesc +{ + uint32 index; + int32 type; + bool32 normalized; + int32 size; + uint32 stride; + uint32 offset; +}; + +enum AttribIndices +{ + ATTRIB_POS = 0, + ATTRIB_NORMAL, + ATTRIB_COLOR, + ATTRIB_WEIGHTS, + ATTRIB_INDICES, + ATTRIB_TEXCOORDS0, + ATTRIB_TEXCOORDS1, + ATTRIB_TEXCOORDS2, + ATTRIB_TEXCOORDS3, + ATTRIB_TEXCOORDS4, + ATTRIB_TEXCOORDS5, + ATTRIB_TEXCOORDS6, + ATTRIB_TEXCOORDS7, +}; + +// default uniform indices +extern int32 u_matColor; +extern int32 u_surfProps; + +struct InstanceData +{ + uint32 numIndex; + uint32 minVert; // not used for rendering + int32 numVertices; // + Material *material; + bool32 vertexAlpha; + uint32 program; + uint32 offset; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + uint32 serialNumber; + uint32 numMeshes; + uint16 *indexBuffer; + uint32 primType; + uint8 *vertexBuffer; + int32 numAttribs; + AttribDesc *attribDesc; + uint32 totalNumIndex; + uint32 totalNumVertex; + + uint32 ibo; + uint32 vbo; // or 2? +#ifdef RW_GL_USE_VAOS + uint32 vao; +#endif + + InstanceData *inst; +}; + +#ifdef RW_GL3 + +struct Shader; + +extern Shader *defaultShader, *defaultShader_noAT; +extern Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT; + +struct Im3DVertex +{ + V3d position; + V3d normal; // librw extension + uint8 r, g, b, a; + float32 u, v; + + void setX(float32 x) { this->position.x = x; } + void setY(float32 y) { this->position.y = y; } + void setZ(float32 z) { this->position.z = z; } + void setNormalX(float32 x) { this->normal.x = x; } + void setNormalY(float32 y) { this->normal.y = y; } + void setNormalZ(float32 z) { this->normal.z = z; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u) { this->u = u; } + void setV(float32 v) { this->v = v; } + + float getX(void) { return this->position.x; } + float getY(void) { return this->position.y; } + float getZ(void) { return this->position.z; } + float getNormalX(void) { return this->normal.x; } + float getNormalY(void) { return this->normal.y; } + float getNormalZ(void) { return this->normal.z; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; +extern RGBA im3dMaterialColor; +extern SurfaceProperties im3dSurfaceProps; + +struct Im2DVertex +{ + float32 x, y, z, w; + uint8 r, g, b, a; + float32 u, v; + + void setScreenX(float32 x) { this->x = x; } + void setScreenY(float32 y) { this->y = y; } + void setScreenZ(float32 z) { this->z = z; } + // This is a bit unefficient but we have to counteract GL's divide, so multiply + void setCameraZ(float32 z) { this->w = z; } + void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u, float recipz) { this->u = u; } + void setV(float32 v, float recipz) { this->v = v; } + + float getScreenX(void) { return this->x; } + float getScreenY(void) { return this->y; } + float getScreenZ(void) { return this->z; } + float getCameraZ(void) { return this->w; } + float getRecipCameraZ(void) { return 1.0f/this->w; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + +void setAttribPointers(AttribDesc *attribDescs, int32 numAttribs); +void disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs); +void setupVertexInput(InstanceDataHeader *header); +void teardownVertexInput(InstanceDataHeader *header); + +// Render state + +// Vertex shader bits +enum +{ + // These should be low so they could be used as indices + VSLIGHT_DIRECT = 1, + VSLIGHT_POINT = 2, + VSLIGHT_SPOT = 4, + VSLIGHT_MASK = 7, // all the above + // less critical + VSLIGHT_AMBIENT = 8, +}; + +extern const char *shaderDecl; // #version stuff +extern const char *header_vert_src; +extern const char *header_frag_src; + +extern Shader *im2dOverrideShader; + +// per Scene +void setProjectionMatrix(float32*); +void setViewMatrix(float32*); + +// per Object +void setWorldMatrix(Matrix*); +int32 setLights(WorldLights *lightData); + +// per Mesh +void setTexture(int32 n, Texture *tex); +void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f); +inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f) +{ + static RGBA white = { 255, 255, 255, 255 }; + if(flags & Geometry::MODULATE) + setMaterial(color, surfaceprops, extraSurfProp); + else + setMaterial(white, surfaceprops, extraSurfProp); +} + +void setAlphaBlend(bool32 enable); +bool32 getAlphaBlend(void); + +bool32 getAlphaTest(void); + +void bindFramebuffer(uint32 fbo); +uint32 bindTexture(uint32 texid); + +void flushCache(void); + +#endif + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + void (*instanceCB)(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); + void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header); + void (*renderCB)(Atomic *atomic, InstanceDataHeader *header); +}; + +void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); +void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header); +void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header); +int32 lightingCB(Atomic *atomic); +int32 lightingCB(void); + +void drawInst_simple(InstanceDataHeader *header, InstanceData *inst); +// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer +void drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst); +// This one switches between the above two depending on render state; +void drawInst(InstanceDataHeader *header, InstanceData *inst); + + +void *destroyNativeData(void *object, int32, int32); + +ObjPipeline *makeDefaultPipeline(void); + +// Native Texture and Raster + +struct Gl3Raster +{ + // arguments to glTexImage2D + int32 internalFormat; + int32 type; + int32 format; + int32 bpp; // bytes per pixel + // texture object + uint32 texid; + + bool isCompressed; + bool hasAlpha; + bool autogenMipmap; + int8 numLevels; + // cached filtermode and addressing + uint8 filterMode; + uint8 addressU; + uint8 addressV; + int32 maxAnisotropy; + + uint32 fbo; // used for camera texture only! + Raster *fboMate; // color or zbuffer raster mate of this one + RasterLevels *backingStore; // if we can't read back GPU memory but have to +}; + +struct Gl3Caps +{ + int gles; + int glversion; + bool dxtSupported; + bool astcSupported; // not used yet + float maxAnisotropy; +}; +extern Gl3Caps gl3Caps; +// GLES can't read back textures very nicely. +// In most cases that's not an issue, but when it is, +// this has to be set before the texture is filled: +extern bool32 needToReadBackTextures; + +void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha); + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETGL3RASTEREXT(raster) PLUGINOFFSET(Gl3Raster, raster, rw::gl3::nativeRasterOffset) + +} +} diff --git a/src/gl/rwgl3impl.h b/src/gl/rwgl3impl.h new file mode 100644 index 0000000..9d3be44 --- /dev/null +++ b/src/gl/rwgl3impl.h @@ -0,0 +1,92 @@ +namespace rw { +namespace gl3 { + +#ifdef RW_OPENGL + +extern uint32 im2DVbo, im2DIbo; +void openIm2D(void); +void closeIm2D(void); +void im2DRenderLine(void *vertices, int32 numVertices, + int32 vert1, int32 vert2); +void im2DRenderTriangle(void *vertices, int32 numVertices, + int32 vert1, int32 vert2, int32 vert3); +void im2DRenderPrimitive(PrimitiveType primType, + void *vertices, int32 numVertices); +void im2DRenderIndexedPrimitive(PrimitiveType primType, + void *vertices, int32 numVertices, void *indices, int32 numIndices); + +void openIm3D(void); +void closeIm3D(void); +void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags); +void im3DRenderPrimitive(PrimitiveType primType); +void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices); +void im3DEnd(void); + +struct DisplayMode +{ +#ifdef LIBRW_SDL2 + SDL_DisplayMode mode; +#elif defined(LIBRW_SDL3) + SDL_DisplayMode mode; +#elif defined(LIBRW_GLFW) + GLFWvidmode mode; +#else + not implemented +#endif + int32 depth; + uint32 flags; +}; + +struct GlGlobals +{ +#ifdef LIBRW_SDL2 + SDL_Window **pWindow; + SDL_Window *window; + SDL_GLContext glcontext; + + int numDisplays; + int currentDisplay; +#elif defined(LIBRW_SDL3) + SDL_Window **pWindow; + SDL_Window *window; + SDL_GLContext glcontext; + + int numDisplays; + int currentDisplay; +#elif defined(LIBRW_GLFW) + GLFWwindow **pWindow; + GLFWwindow *window; + + GLFWmonitor *monitor; + int numMonitors; + int currentMonitor; +#else + not implemented +#endif + + DisplayMode *modes; + int numModes; + int currentMode; + int presentWidth, presentHeight; + int presentOffX, presentOffY; + + // for opening the window + int winWidth, winHeight; + const char *winTitle; + uint32 numSamples; +}; + +extern GlGlobals glGlobals; +#endif + +Raster *rasterCreate(Raster *raster); +uint8 *rasterLock(Raster*, int32 level, int32 lockMode); +void rasterUnlock(Raster*, int32); +int32 rasterNumLevels(Raster*); +bool32 imageFindRasterFormat(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format); +bool32 rasterFromImage(Raster *raster, Image *image); +Image *rasterToImage(Raster *raster); + +} +} diff --git a/src/gl/rwgl3plg.h b/src/gl/rwgl3plg.h new file mode 100644 index 0000000..5374b3e --- /dev/null +++ b/src/gl/rwgl3plg.h @@ -0,0 +1,16 @@ +namespace rw { +namespace gl3 { + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); +void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header); + +void initSkin(void); +ObjPipeline *makeSkinPipeline(void); +void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); +void skinRenderCB(Atomic *atomic, InstanceDataHeader *header); +void uploadSkinMatrices(Atomic *atomic); + + +} +} diff --git a/src/gl/rwgl3shader.h b/src/gl/rwgl3shader.h new file mode 100644 index 0000000..890f12b --- /dev/null +++ b/src/gl/rwgl3shader.h @@ -0,0 +1,69 @@ +#ifdef RW_OPENGL + +namespace rw { +namespace gl3 { + +// TODO: make this dynamic +enum { + MAX_UNIFORMS = 40, + MAX_BLOCKS = 20 +}; + +enum UniformType +{ + UNIFORM_NA, // managed by the user + UNIFORM_VEC4, + UNIFORM_IVEC4, + UNIFORM_MAT4 +}; + +struct Uniform +{ + char *name; + UniformType type; + //bool dirty; + uint32 serialNum; + int32 num; + void *data; +}; + +struct UniformRegistry +{ + int32 numUniforms; + Uniform uniforms[MAX_UNIFORMS]; + + int32 numBlocks; + char *blockNames[MAX_BLOCKS]; +}; + +int32 registerUniform(const char *name, UniformType type = UNIFORM_NA, int32 num = 1); +int32 findUniform(const char *name); +int32 registerBlock(const char *name); +int32 findBlock(const char *name); + +void setUniform(int32 id, void *data); +void flushUniforms(void); + +extern UniformRegistry uniformRegistry; + +struct Shader +{ + GLuint program; + // same number of elements as UniformRegistry::numUniforms + GLint *uniformLocations; + uint32 *serialNums; + int32 numUniforms; // just to be sure! + + static Shader *create(const char **vsrc, const char **fsrc); +// static Shader *fromFiles(const char *vs, const char *fs); +// static Shader *fromStrings(const char *vsrc, const char *fsrc); + void use(void); + void destroy(void); +}; + +extern Shader *currentShader; + +} +} + +#endif diff --git a/src/gl/rwwdgl.h b/src/gl/rwwdgl.h new file mode 100644 index 0000000..b336ba3 --- /dev/null +++ b/src/gl/rwwdgl.h @@ -0,0 +1,88 @@ + +namespace rw { +namespace wdgl { + +// NOTE: This is not really RW OpenGL! It's specific to WarDrum's GTA ports + +void registerPlatformPlugins(void); + +struct AttribDesc +{ + // arguments to glVertexAttribPointer (should use OpenGL types here) + // Vertex = 0, TexCoord, Normal, Color, Weight, Bone Index, Extra Color + uint32 index; + // float = 0, byte, ubyte, short, ushort + int32 type; + bool32 normalized; + int32 size; + uint32 stride; + uint32 offset; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + int32 numAttribs; + AttribDesc *attribs; + uint32 dataSize; + uint8 *data; + + // needed for rendering + uint32 vbo; + uint32 ibo; +}; + +// only RW_OPENGL +void uploadGeo(Geometry *geo); +void setAttribPointers(InstanceDataHeader *inst); + +void packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale); +void unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale); + +void *destroyNativeData(void *object, int32, int32); +Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32); +Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32); +int32 getSizeNativeData(void *object, int32, int32); +void registerNativeDataPlugin(void); + +void printPipeinfo(Atomic *a); + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + uint32 numCustomAttribs; + uint32 (*instanceCB)(Geometry *g, int32 i, uint32 offset); + void (*uninstanceCB)(Geometry *g); +}; + +ObjPipeline *makeDefaultPipeline(void); + +// Skin plugin + +void initSkin(void); +Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset); +Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset); +int32 getSizeNativeSkin(void *object, int32 offset); + +ObjPipeline *makeSkinPipeline(void); + +// MatFX plugin + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); + +// Raster + +struct Texture : rw::Texture +{ + void upload(void); + void bind(int n); +}; + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); + +} +} diff --git a/src/gl/shaders/Makefile b/src/gl/shaders/Makefile new file mode 100644 index 0000000..6471f17 --- /dev/null +++ b/src/gl/shaders/Makefile @@ -0,0 +1,45 @@ +all: header_vs.inc header_fs.inc im2d_gl.inc im3d_gl.inc default_vs_gl.inc simple_fs_gl.inc matfx_gl.inc skin_gl.inc + +header_vs.inc: header.vert + (echo 'const char *header_vert_src =';\ + sed 's/..*/"&\\n"/' header.vert;\ + echo ';') >header_vs.inc + +header_fs.inc: header.frag + (echo 'const char *header_frag_src =';\ + sed 's/..*/"&\\n"/' header.frag;\ + echo ';') >header_fs.inc + +im2d_gl.inc: im2d.vert + (echo 'const char *im2d_vert_src =';\ + sed 's/..*/"&\\n"/' im2d.vert;\ + echo ';') >im2d_gl.inc + +im3d_gl.inc: im3d.vert + (echo 'const char *im3d_vert_src =';\ + sed 's/..*/"&\\n"/' im3d.vert;\ + echo ';') >im3d_gl.inc + +default_vs_gl.inc: default.vert + (echo 'const char *default_vert_src =';\ + sed 's/..*/"&\\n"/' default.vert;\ + echo ';') >default_vs_gl.inc + +simple_fs_gl.inc: simple.frag + (echo 'const char *simple_frag_src =';\ + sed 's/..*/"&\\n"/' simple.frag;\ + echo ';') >simple_fs_gl.inc + +matfx_gl.inc: matfx_env.frag matfx_env.vert + (echo 'const char *matfx_env_vert_src =';\ + sed 's/..*/"&\\n"/' matfx_env.vert;\ + echo ';';\ + echo 'const char *matfx_env_frag_src =';\ + sed 's/..*/"&\\n"/' matfx_env.frag;\ + echo ';') >matfx_gl.inc + +skin_gl.inc: skin.vert + (echo 'const char *skin_vert_src =';\ + sed 's/..*/"&\\n"/' skin.vert;\ + echo ';') >skin_gl.inc + diff --git a/src/gl/shaders/default.vert b/src/gl/shaders/default.vert new file mode 100644 index 0000000..8e3fad7 --- /dev/null +++ b/src/gl/shaders/default.vert @@ -0,0 +1,23 @@ +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/gl/shaders/default_vs_gl.inc b/src/gl/shaders/default_vs_gl.inc new file mode 100644 index 0000000..6e3d6c4 --- /dev/null +++ b/src/gl/shaders/default_vs_gl.inc @@ -0,0 +1,25 @@ +const char *default_vert_src = +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/gl/shaders/header.frag b/src/gl/shaders/header.frag new file mode 100644 index 0000000..ba50165 --- /dev/null +++ b/src/gl/shaders/header.frag @@ -0,0 +1,30 @@ +#ifdef USE_UBOS +layout(std140) uniform State +{ + vec2 u_alphaRef; + vec4 u_fogData; + vec4 u_fogColor; +}; +#else +uniform vec4 u_alphaRef; + +uniform vec4 u_fogData; +uniform vec4 u_fogColor; +#endif + +#define u_fogStart (u_fogData.x) +#define u_fogEnd (u_fogData.y) +#define u_fogRange (u_fogData.z) +#define u_fogDisable (u_fogData.w) + +#ifndef GL2 +out vec4 fragColor; +#endif + +void DoAlphaTest(float a) +{ +#ifndef NO_ALPHATEST + if(a < u_alphaRef.x || a >= u_alphaRef.y) + discard; +#endif +} diff --git a/src/gl/shaders/header.vert b/src/gl/shaders/header.vert new file mode 100644 index 0000000..bb9881f --- /dev/null +++ b/src/gl/shaders/header.vert @@ -0,0 +1,128 @@ + +//#define DIRECTIONALS +//#define POINTLIGHTS +//#define SPOTLIGHTS + +#define ATTRIB_POS 0 +#define ATTRIB_NORMAL 1 +#define ATTRIB_COLOR 2 +#define ATTRIB_WEIGHTS 3 +#define ATTRIB_INDICES 4 +#define ATTRIB_TEXCOORDS0 5 +#define ATTRIB_TEXCOORDS1 6 + + +VSIN(ATTRIB_NORMAL) vec3 in_normal; +VSIN(ATTRIB_COLOR) vec4 in_color; +VSIN(ATTRIB_WEIGHTS) vec4 in_weights; +VSIN(ATTRIB_INDICES) vec4 in_indices; +VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0; +VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1; + + +#ifdef USE_UBOS +layout(std140) uniform State +{ + vec2 u_alphaRef; + vec4 u_fogData; + vec4 u_fogColor; +}; +#else +uniform vec4 u_alphaRef; +uniform vec4 u_fogData; +uniform vec4 u_fogColor; +#endif + +#define u_fogStart (u_fogData.x) +#define u_fogEnd (u_fogData.y) +#define u_fogRange (u_fogData.z) +#define u_fogDisable (u_fogData.w) + +#ifdef USE_UBOS +layout(std140) uniform Scene +{ + mat4 u_proj; + mat4 u_view; +}; +#else +uniform mat4 u_proj; +uniform mat4 u_view; +#endif + +#define MAX_LIGHTS 8 + +#ifdef USE_UBOS +layout(std140) uniform Object +{ + mat4 u_world; + vec4 u_ambLight; + vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot + vec4 u_lightPosition[MAX_LIGHTS]; + vec4 u_lightDirection[MAX_LIGHTS]; + vec4 u_lightColor[MAX_LIGHTS]; +}; +#else +uniform mat4 u_world; +uniform vec4 u_ambLight; +uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot +uniform vec4 u_lightPosition[MAX_LIGHTS]; +uniform vec4 u_lightDirection[MAX_LIGHTS]; +uniform vec4 u_lightColor[MAX_LIGHTS]; +#endif + +uniform vec4 u_matColor; +uniform vec4 u_surfProps; // amb, spec, diff, extra + +#define surfAmbient (u_surfProps.x) +#define surfSpecular (u_surfProps.y) +#define surfDiffuse (u_surfProps.z) + +vec3 DoDynamicLight(vec3 V, vec3 N) +{ + vec3 color = vec3(0.0, 0.0, 0.0); + for(int i = 0; i < MAX_LIGHTS; i++){ + if(u_lightParams[i].x == 0.0) + break; +#ifdef DIRECTIONALS + if(u_lightParams[i].x == 1.0){ + // direct + float l = max(0.0, dot(N, -u_lightDirection[i].xyz)); + color += l*u_lightColor[i].rgb; + }else +#endif +#ifdef POINTLIGHTS + if(u_lightParams[i].x == 2.0){ + // point + vec3 dir = V - u_lightPosition[i].xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/u_lightParams[i].y)); + float l = max(0.0, dot(N, -normalize(dir))); + color += l*u_lightColor[i].rgb*atten; + }else +#endif +#ifdef SPOTLIGHTS + if(u_lightParams[i].x == 3.0){ + // spot + vec3 dir = V - u_lightPosition[i].xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/u_lightParams[i].y)); + dir /= dist; + float l = max(0.0, dot(N, -dir)); + float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point + float ccos = -u_lightParams[i].z; + float falloff = (pcos-ccos)/(1.0-ccos); + if(falloff < 0.0) // outside of cone + l = 0.0; + l *= max(falloff, u_lightParams[i].w); + return l*u_lightColor[i].rgb*atten; + }else +#endif + ; + } + return color; +} + +float DoFog(float w) +{ + return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0); +} diff --git a/src/gl/shaders/header_fs.inc b/src/gl/shaders/header_fs.inc new file mode 100644 index 0000000..802bb4f --- /dev/null +++ b/src/gl/shaders/header_fs.inc @@ -0,0 +1,32 @@ +const char *header_frag_src = +"#ifdef USE_UBOS\n" +"layout(std140) uniform State\n" +"{\n" +" vec2 u_alphaRef;\n" +" vec4 u_fogData;\n" +" vec4 u_fogColor;\n" +"};\n" +"#else\n" +"uniform vec4 u_alphaRef;\n" + +"uniform vec4 u_fogData;\n" +"uniform vec4 u_fogColor;\n" +"#endif\n" + +"#define u_fogStart (u_fogData.x)\n" +"#define u_fogEnd (u_fogData.y)\n" +"#define u_fogRange (u_fogData.z)\n" +"#define u_fogDisable (u_fogData.w)\n" + +"#ifndef GL2\n" +"out vec4 fragColor;\n" +"#endif\n" + +"void DoAlphaTest(float a)\n" +"{\n" +"#ifndef NO_ALPHATEST\n" +" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n" +" discard;\n" +"#endif\n" +"}\n" +; diff --git a/src/gl/shaders/header_vs.inc b/src/gl/shaders/header_vs.inc new file mode 100644 index 0000000..ffa4683 --- /dev/null +++ b/src/gl/shaders/header_vs.inc @@ -0,0 +1,130 @@ +const char *header_vert_src = + +"//#define DIRECTIONALS\n" +"//#define POINTLIGHTS\n" +"//#define SPOTLIGHTS\n" + +"#define ATTRIB_POS 0\n" +"#define ATTRIB_NORMAL 1\n" +"#define ATTRIB_COLOR 2\n" +"#define ATTRIB_WEIGHTS 3\n" +"#define ATTRIB_INDICES 4\n" +"#define ATTRIB_TEXCOORDS0 5\n" +"#define ATTRIB_TEXCOORDS1 6\n" + + +"VSIN(ATTRIB_NORMAL) vec3 in_normal;\n" +"VSIN(ATTRIB_COLOR) vec4 in_color;\n" +"VSIN(ATTRIB_WEIGHTS) vec4 in_weights;\n" +"VSIN(ATTRIB_INDICES) vec4 in_indices;\n" +"VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0;\n" +"VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1;\n" + + +"#ifdef USE_UBOS\n" +"layout(std140) uniform State\n" +"{\n" +" vec2 u_alphaRef;\n" +" vec4 u_fogData;\n" +" vec4 u_fogColor;\n" +"};\n" +"#else\n" +"uniform vec4 u_alphaRef;\n" +"uniform vec4 u_fogData;\n" +"uniform vec4 u_fogColor;\n" +"#endif\n" + +"#define u_fogStart (u_fogData.x)\n" +"#define u_fogEnd (u_fogData.y)\n" +"#define u_fogRange (u_fogData.z)\n" +"#define u_fogDisable (u_fogData.w)\n" + +"#ifdef USE_UBOS\n" +"layout(std140) uniform Scene\n" +"{\n" +" mat4 u_proj;\n" +" mat4 u_view;\n" +"};\n" +"#else\n" +"uniform mat4 u_proj;\n" +"uniform mat4 u_view;\n" +"#endif\n" + +"#define MAX_LIGHTS 8\n" + +"#ifdef USE_UBOS\n" +"layout(std140) uniform Object\n" +"{\n" +" mat4 u_world;\n" +" vec4 u_ambLight;\n" +" vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n" +" vec4 u_lightPosition[MAX_LIGHTS];\n" +" vec4 u_lightDirection[MAX_LIGHTS];\n" +" vec4 u_lightColor[MAX_LIGHTS];\n" +"};\n" +"#else\n" +"uniform mat4 u_world;\n" +"uniform vec4 u_ambLight;\n" +"uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n" +"uniform vec4 u_lightPosition[MAX_LIGHTS];\n" +"uniform vec4 u_lightDirection[MAX_LIGHTS];\n" +"uniform vec4 u_lightColor[MAX_LIGHTS];\n" +"#endif\n" + +"uniform vec4 u_matColor;\n" +"uniform vec4 u_surfProps; // amb, spec, diff, extra\n" + +"#define surfAmbient (u_surfProps.x)\n" +"#define surfSpecular (u_surfProps.y)\n" +"#define surfDiffuse (u_surfProps.z)\n" + +"vec3 DoDynamicLight(vec3 V, vec3 N)\n" +"{\n" +" vec3 color = vec3(0.0, 0.0, 0.0);\n" +" for(int i = 0; i < MAX_LIGHTS; i++){\n" +" if(u_lightParams[i].x == 0.0)\n" +" break;\n" +"#ifdef DIRECTIONALS\n" +" if(u_lightParams[i].x == 1.0){\n" +" // direct\n" +" float l = max(0.0, dot(N, -u_lightDirection[i].xyz));\n" +" color += l*u_lightColor[i].rgb;\n" +" }else\n" +"#endif\n" +"#ifdef POINTLIGHTS\n" +" if(u_lightParams[i].x == 2.0){\n" +" // point\n" +" vec3 dir = V - u_lightPosition[i].xyz;\n" +" float dist = length(dir);\n" +" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n" +" float l = max(0.0, dot(N, -normalize(dir)));\n" +" color += l*u_lightColor[i].rgb*atten;\n" +" }else\n" +"#endif\n" +"#ifdef SPOTLIGHTS\n" +" if(u_lightParams[i].x == 3.0){\n" +" // spot\n" +" vec3 dir = V - u_lightPosition[i].xyz;\n" +" float dist = length(dir);\n" +" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n" +" dir /= dist;\n" +" float l = max(0.0, dot(N, -dir));\n" +" float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point\n" +" float ccos = -u_lightParams[i].z;\n" +" float falloff = (pcos-ccos)/(1.0-ccos);\n" +" if(falloff < 0.0) // outside of cone\n" +" l = 0.0;\n" +" l *= max(falloff, u_lightParams[i].w);\n" +" return l*u_lightColor[i].rgb*atten;\n" +" }else\n" +"#endif\n" +" ;\n" +" }\n" +" return color;\n" +"}\n" + +"float DoFog(float w)\n" +"{\n" +" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n" +"}\n" +; diff --git a/src/gl/shaders/im2d.vert b/src/gl/shaders/im2d.vert new file mode 100644 index 0000000..cdb9da8 --- /dev/null +++ b/src/gl/shaders/im2d.vert @@ -0,0 +1,18 @@ +uniform vec4 u_xform; + +VSIN(ATTRIB_POS) vec4 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + gl_Position = in_pos; + gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw; + v_fog = DoFog(gl_Position.w); + gl_Position.xyz *= gl_Position.w; + v_color = in_color; + v_tex0 = in_tex0; +} diff --git a/src/gl/shaders/im2d_gl.inc b/src/gl/shaders/im2d_gl.inc new file mode 100644 index 0000000..4e1d631 --- /dev/null +++ b/src/gl/shaders/im2d_gl.inc @@ -0,0 +1,20 @@ +const char *im2d_vert_src = +"uniform vec4 u_xform;\n" + +"VSIN(ATTRIB_POS) vec4 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" gl_Position = in_pos;\n" +" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n" +" v_fog = DoFog(gl_Position.w);\n" +" gl_Position.xyz *= gl_Position.w;\n" +" v_color = in_color;\n" +" v_tex0 = in_tex0;\n" +"}\n" +; diff --git a/src/gl/shaders/im3d.vert b/src/gl/shaders/im3d.vert new file mode 100644 index 0000000..280b128 --- /dev/null +++ b/src/gl/shaders/im3d.vert @@ -0,0 +1,15 @@ +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + v_color = in_color; + v_tex0 = in_tex0; + v_fog = DoFog(gl_Position.w); +} diff --git a/src/gl/shaders/im3d_gl.inc b/src/gl/shaders/im3d_gl.inc new file mode 100644 index 0000000..40ec7a1 --- /dev/null +++ b/src/gl/shaders/im3d_gl.inc @@ -0,0 +1,17 @@ +const char *im3d_vert_src = +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" v_color = in_color;\n" +" v_tex0 = in_tex0;\n" +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/gl/shaders/matfx_env.frag b/src/gl/shaders/matfx_env.frag new file mode 100644 index 0000000..0ef20d1 --- /dev/null +++ b/src/gl/shaders/matfx_env.frag @@ -0,0 +1,34 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform vec4 u_fxparams; + +#define shininess (u_fxparams.x) +#define disableFBA (u_fxparams.y) + +FSIN vec4 v_color; +FSIN vec4 v_envColor; +FSIN vec2 v_tex0; +FSIN vec2 v_tex1; +FSIN float v_fog; + +void +main(void) +{ + vec4 pass1 = v_color; + pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + + vec4 pass2 = v_envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); + + pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); + pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog); + + float fba = max(pass1.a, disableFBA); + vec4 color; + color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba; + color.a = pass1.a; + + DoAlphaTest(color.a); + + FRAGCOLOR(color); +} diff --git a/src/gl/shaders/matfx_env.vert b/src/gl/shaders/matfx_env.vert new file mode 100644 index 0000000..580a49f --- /dev/null +++ b/src/gl/shaders/matfx_env.vert @@ -0,0 +1,31 @@ +uniform mat4 u_texMatrix; +uniform vec4 u_colorClamp; +uniform vec4 u_envColor; + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec4 v_envColor; +VSOUT vec2 v_tex0; +VSOUT vec2 v_tex1; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_envColor = max(v_color, u_colorClamp) * u_envColor; + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/gl/shaders/matfx_gl.inc b/src/gl/shaders/matfx_gl.inc new file mode 100644 index 0000000..a1dcaf8 --- /dev/null +++ b/src/gl/shaders/matfx_gl.inc @@ -0,0 +1,69 @@ +const char *matfx_env_vert_src = +"uniform mat4 u_texMatrix;\n" +"uniform vec4 u_colorClamp;\n" +"uniform vec4 u_envColor;\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec4 v_envColor;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT vec2 v_tex1;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" +" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_envColor = max(v_color, u_colorClamp) * u_envColor;\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; +const char *matfx_env_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform vec4 u_fxparams;\n" + +"#define shininess (u_fxparams.x)\n" +"#define disableFBA (u_fxparams.y)\n" + +"FSIN vec4 v_color;\n" +"FSIN vec4 v_envColor;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color;\n" +" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" + +" vec4 pass2 = v_envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" + +" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" +" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" + +" float fba = max(pass1.a, disableFBA);\n" +" vec4 color;\n" +" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n" +" color.a = pass1.a;\n" + +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" +; diff --git a/src/gl/shaders/simple.frag b/src/gl/shaders/simple.frag new file mode 100644 index 0000000..34c1e43 --- /dev/null +++ b/src/gl/shaders/simple.frag @@ -0,0 +1,14 @@ +uniform sampler2D tex0; + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN float v_fog; + +void +main(void) +{ + vec4 color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); + FRAGCOLOR(color); +} diff --git a/src/gl/shaders/simple_fs_gl.inc b/src/gl/shaders/simple_fs_gl.inc new file mode 100644 index 0000000..a9216ca --- /dev/null +++ b/src/gl/shaders/simple_fs_gl.inc @@ -0,0 +1,17 @@ +const char *simple_frag_src = +"uniform sampler2D tex0;\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +" FRAGCOLOR(color);\n" +"}\n" + +; diff --git a/src/gl/shaders/skin.vert b/src/gl/shaders/skin.vert new file mode 100644 index 0000000..7408542 --- /dev/null +++ b/src/gl/shaders/skin.vert @@ -0,0 +1,32 @@ +uniform mat4 u_boneMatrices[64]; + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + vec3 SkinVertex = vec3(0.0, 0.0, 0.0); + vec3 SkinNormal = vec3(0.0, 0.0, 0.0); + for(int i = 0; i < 4; i++){ + SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; + SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; + } + + vec4 Vertex = u_world * vec4(SkinVertex, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * SkinNormal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.z); +} diff --git a/src/gl/shaders/skin_gl.inc b/src/gl/shaders/skin_gl.inc new file mode 100644 index 0000000..7d1268e --- /dev/null +++ b/src/gl/shaders/skin_gl.inc @@ -0,0 +1,34 @@ +const char *skin_vert_src = +"uniform mat4 u_boneMatrices[64];\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n" +" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n" +" for(int i = 0; i < 4; i++){\n" +" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n" +" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n" +" }\n" + +" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * SkinNormal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.z);\n" +"}\n" +; diff --git a/src/gl/wdgl.cpp b/src/gl/wdgl.cpp new file mode 100644 index 0000000..d1ac4b8 --- /dev/null +++ b/src/gl/wdgl.cpp @@ -0,0 +1,875 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwwdgl.h" + +#ifdef RW_OPENGL +#include "glad/glad.h" +#endif + +#define PLUGIN_ID 2 + +namespace rw { +namespace wdgl { + +static void* +driverOpen(void *o, int32, int32) +{ + engine->driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline(); + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_WDGL, 0, PLATFORM_WDGL, + driverOpen, driverClose); +} + + +// VC +// 8733 0 0 0 3 +// 45 1 0 0 2 +// 8657 1 3 0 2 +// 4610 2 1 1 3 +// 4185 3 2 1 4 +// 256 4 2 1 4 +// 201 4 4 1 4 +// 457 5 2 0 4 + +// SA +// 20303 0 0 0 3 vertices: 3 floats +// 53 1 0 0 2 texCoords: 2 floats +// 20043 1 3 0 2 texCoords: 2 shorts +// 6954 2 1 1 3 normal: 3 bytes normalized +// 13527 3 2 1 4 color: 4 ubytes normalized +// 196 4 2 1 4 weight: 4 ubytes normalized +// 225 4 4 1 4 weight: 4 ushorts normalized +// 421 5 2 0 4 indices: 4 ubytes +// 12887 6 2 1 4 extracolor:4 ubytes normalized + +/* +static void +printAttribInfo(AttribDesc *attribs, int n) +{ + for(int i = 0; i < n; i++) + printf("%x %x %x %x\n", + attribs[i].index, + attribs[i].type, + attribs[i].normalized, + attribs[i].size); +} +*/ + +#ifdef RW_OPENGL +void +uploadGeo(Geometry *geo) +{ + InstanceDataHeader *inst = (InstanceDataHeader*)geo->instData; + MeshHeader *meshHeader = geo->meshHeader; + + glGenBuffers(1, &inst->vbo); + glBindBuffer(GL_ARRAY_BUFFER, inst->vbo); + glBufferData(GL_ARRAY_BUFFER, inst->dataSize, + inst->data, GL_STATIC_DRAW); + + glGenBuffers(1, &inst->ibo); + glBindBuffer(GL_ARRAY_BUFFER, inst->ibo); + glBufferData(GL_ARRAY_BUFFER, meshHeader->totalIndices*2, + 0, GL_STATIC_DRAW); + GLintptr offset = 0; + for(uint32 i = 0; i < meshHeader->numMeshes; i++){ + Mesh *mesh = &meshHeader->getMeshes()[i]; + glBufferSubData(GL_ARRAY_BUFFER, offset, mesh->numIndices*2, + mesh->indices); + offset += mesh->numIndices*2; + } + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void +setAttribPointers(InstanceDataHeader *inst) +{ + static GLenum attribType[] = { + GL_FLOAT, + GL_BYTE, GL_UNSIGNED_BYTE, + GL_SHORT, GL_UNSIGNED_SHORT + }; + for(int32 i = 0; i < inst->numAttribs; i++){ + AttribDesc *a = &inst->attribs[i]; + glEnableVertexAttribArray(a->index); + glVertexAttribPointer(a->index, a->size, attribType[a->type], + a->normalized, a->stride, + (void*)(uint64)a->offset); + } +} +#endif + +void +packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f) +{ + int8 *i8dst; + uint16 *u16dst; + int16 *i16dst; + + switch(a->type){ + case 0: // float + memcpy(dst, src, a->size*4); + break; + + // TODO: maybe have loop inside if? + case 1: // byte + i8dst = (int8*)dst; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + i8dst[i] = src[i]*scale; + else + i8dst[i] = src[i]*127.0f; + } + break; + + case 2: // ubyte + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + dst[i] = src[i]*scale; + else + dst[i] = src[i]*255.0f; + } + break; + + case 3: // short + i16dst = (int16*)dst; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + i16dst[i] = src[i]*scale; + else + i16dst[i] = src[i]*32767.0f; + } + break; + + case 4: // ushort + u16dst = (uint16*)dst; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + u16dst[i] = src[i]*scale; + else + u16dst[i] = src[i]*65535.0f; + } + break; + } +} + +void +unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale=1.0f) +{ + int8 *i8src; + uint16 *u16src; + int16 *i16src; + + switch(a->type){ + case 0: // float + memcpy(dst, src, a->size*4); + break; + + // TODO: maybe have loop inside if? + case 1: // byte + i8src = (int8*)src; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + dst[i] = i8src[i]/scale; + else + dst[i] = i8src[i]/127.0f; + } + break; + + case 2: // ubyte + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + dst[i] = src[i]/scale; + else + dst[i] = src[i]/255.0f; + } + break; + + case 3: // short + i16src = (int16*)src; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + dst[i] = i16src[i]/scale; + else + dst[i] = i16src[i]/32767.0f; + } + break; + + case 4: // ushort + u16src = (uint16*)src; + for(int i = 0; i < a->size; i++){ + if(!a->normalized) + dst[i] = u16src[i]/scale; + else + dst[i] = u16src[i]/65435.0f; + } + break; + } +} + +void* +destroyNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_WDGL) + return object; + InstanceDataHeader *header = + (InstanceDataHeader*)geometry->instData; + geometry->instData = nil; + // TODO: delete ibo and vbo + rwFree(header->attribs); + rwFree(header->data); + rwFree(header); + return object; +} + +Stream* +readNativeData(Stream *stream, int32, void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geometry->instData = header; + header->platform = PLATFORM_WDGL; + header->vbo = 0; + header->ibo = 0; + header->numAttribs = stream->readU32(); + header->attribs = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY); + stream->read32(header->attribs, + header->numAttribs*sizeof(AttribDesc)); + header->dataSize = header->attribs[0].stride*geometry->numVertices; + header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY); + ASSERTLITTLE; + stream->read8(header->data, header->dataSize); + return stream; +} + +Stream* +writeNativeData(Stream *stream, int32, void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_WDGL) + return stream; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + stream->writeU32(header->numAttribs); + stream->write32(header->attribs, header->numAttribs*sizeof(AttribDesc)); + ASSERTLITTLE; + stream->write8(header->data, header->dataSize); + return stream; +} + +int32 +getSizeNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_WDGL) + return 0; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + return 4 + header->numAttribs*sizeof(AttribDesc) + header->dataSize; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + +void +printPipeinfo(Atomic *a) +{ + Geometry *g = a->geometry; + if(g->instData == nil || g->instData->platform != PLATFORM_WDGL) + return; + int32 plgid = 0; + if(a->pipeline) + plgid = a->pipeline->pluginID; + printf("%s %x: ", debugFile, plgid); + InstanceDataHeader *h = (InstanceDataHeader*)g->instData; + for(int i = 0; i < h->numAttribs; i++) + printf("%x(%x) ", h->attribs[i].index, h->attribs[i].type); + printf("\n"); +} + +static void +instance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // TODO: allow for REINSTANCE (or not, wdgl can't render) + if(geo->instData) + return; + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geo->instData = header; + header->platform = PLATFORM_WDGL; + header->vbo = 0; + header->ibo = 0; + header->numAttribs = + pipe->numCustomAttribs + 1 + (geo->numTexCoordSets > 0); + if(geo->flags & Geometry::PRELIT) + header->numAttribs++; + if(geo->flags & Geometry::NORMALS) + header->numAttribs++; + int32 offset = 0; + header->attribs = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY); + + AttribDesc *a = header->attribs; + // Vertices + a->index = 0; + a->type = 0; + a->normalized = 0; + a->size = 3; + a->offset = offset; + offset += 12; + a++; + int32 firstCustom = 1; + + // texCoords, only one set here + if(geo->numTexCoordSets){ + a->index = 1; + a->type = 3; + a->normalized = 0; + a->size = 2; + a->offset = offset; + offset += 4; + a++; + firstCustom++; + } + + if(geo->flags & Geometry::NORMALS){ + a->index = 2; + a->type = 1; + a->normalized = 1; + a->size = 3; + a->offset = offset; + offset += 4; + a++; + firstCustom++; + } + + if(geo->flags & Geometry::PRELIT){ + a->index = 3; + a->type = 2; + a->normalized = 1; + a->size = 4; + a->offset = offset; + offset += 4; + a++; + firstCustom++; + } + + if(pipe->instanceCB) + offset += pipe->instanceCB(geo, firstCustom, offset); + else{ + header->dataSize = offset*geo->numVertices; + header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY); + } + + a = header->attribs; + for(int32 i = 0; i < header->numAttribs; i++) + a[i].stride = offset; + + uint8 *p = header->data + a->offset; + V3d *vert = geo->morphTargets->vertices; + for(int32 i = 0; i < geo->numVertices; i++){ + packattrib(p, (float32*)vert, a); + vert++; + p += a->stride; + } + a++; + + if(geo->numTexCoordSets){ + p = header->data + a->offset; + TexCoords *texcoord = geo->texCoords[0]; + for(int32 i = 0; i < geo->numVertices; i++){ + packattrib(p, (float32*)texcoord, a, 512.0f); + texcoord++; + p += a->stride; + } + a++; + } + + if(geo->flags & Geometry::NORMALS){ + p = header->data + a->offset; + V3d *norm = geo->morphTargets->normals; + for(int32 i = 0; i < geo->numVertices; i++){ + packattrib(p, (float32*)norm, a); + norm++; + p += a->stride; + } + a++; + } + + if(geo->flags & Geometry::PRELIT){ + // TODO: this seems too complicated + p = header->data + a->offset; + RGBA *color = geo->colors; + float32 f[4]; + for(int32 i = 0; i < geo->numVertices; i++){ + f[0] = color->red/255.0f; + f[1] = color->green/255.0f; + f[2] = color->blue/255.0f; + f[3] = color->alpha/255.0f; + packattrib(p, (float32*)f, a); + color++; + p += a->stride; + } + a++; + } +} + +static void +uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + if((geo->flags & Geometry::NATIVE) == 0) + return; + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_WDGL); + geo->numTriangles = geo->meshHeader->guessNumTriangles(); + geo->allocateData(); + + uint8 *p; + TexCoords *texcoord = geo->texCoords[0]; + RGBA *color = geo->colors; + V3d *vert = geo->morphTargets->vertices; + V3d *norm = geo->morphTargets->normals; + float32 f[4]; + + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + for(int i = 0; i < header->numAttribs; i++){ + AttribDesc *a = &header->attribs[i]; + p = header->data + a->offset; + + switch(a->index){ + case 0: // Vertices + for(int32 i = 0; i < geo->numVertices; i++){ + unpackattrib((float32*)vert, p, a); + vert++; + p += a->stride; + } + break; + + case 1: // texCoords + for(int32 i = 0; i < geo->numVertices; i++){ + unpackattrib((float32*)texcoord, p, a, 512.0f); + texcoord++; + p += a->stride; + } + break; + + case 2: // normals + for(int32 i = 0; i < geo->numVertices; i++){ + unpackattrib((float32*)norm, p, a); + norm++; + p += a->stride; + } + break; + + case 3: // colors + for(int32 i = 0; i < geo->numVertices; i++){ + // TODO: this seems too complicated + unpackattrib(f, p, a); + color->red = f[0]*255.0f; + color->green = f[1]*255.0f; + color->blue = f[2]*255.0f; + color->alpha = f[3]*255.0f; + color++; + p += a->stride; + } + break; + } + } + + if(pipe->uninstanceCB) + pipe->uninstanceCB(geo); + + geo->generateTriangles(); + + geo->flags &= ~Geometry::NATIVE; + destroyNativeData(geo, 0, 0); +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_GL3); + this->numCustomAttribs = 0; + this->impl.instance = wdgl::instance; + this->impl.uninstance = wdgl::uninstance; + this->instanceCB = nil; + this->uninstanceCB = nil; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +ObjPipeline* +makeDefaultPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + return pipe; +} + +// Skin + +Stream* +readNativeSkin(Stream *stream, int32, void *object, int32 offset) +{ + Geometry *geometry = (Geometry*)object; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_GL){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, geometry, offset) = skin; + + int32 numBones = stream->readI32(); + skin->init(numBones, 0, 0); + stream->read32(skin->inverseMatrices, skin->numBones*64); + return stream; +} + +Stream* +writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset) +{ + writeChunkHeader(stream, ID_STRUCT, len-12); + stream->writeU32(PLATFORM_GL); + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + stream->writeI32(skin->numBones); + stream->write32(skin->inverseMatrices, skin->numBones*64); + return stream; +} + +int32 +getSizeNativeSkin(void *object, int32 offset) +{ + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + if(skin == nil) + return -1; + int32 size = 12 + 4 + 4 + skin->numBones*64; + return size; +} + +uint32 +skinInstanceCB(Geometry *g, int32 i, uint32 offset) +{ + InstanceDataHeader *header = (InstanceDataHeader*)g->instData; + AttribDesc *a = &header->attribs[i]; + // weights + a->index = 4; + a->type = 2; /* but also short o_O */ + a->normalized = 1; + a->size = 4; + a->offset = offset; + offset += 4; + a++; + + // indices + a->index = 5; + a->type = 2; + a->normalized = 0; + a->size = 4; + a->offset = offset; + offset += 4; + + header->dataSize = offset*g->numVertices; + header->data = rwNewT(uint8, header->dataSize, MEMDUR_EVENT | ID_GEOMETRY); + + Skin *skin = Skin::get(g); + if(skin == nil) + return 8; + + a = &header->attribs[i]; + uint8 *wgt = header->data + a[0].offset; + uint8 *idx = header->data + a[1].offset; + uint8 *indices = skin->indices; + float32 *weights = skin->weights; + for(int32 i = 0; i < g->numVertices; i++){ + packattrib(wgt, weights, a); + weights += 4; + wgt += offset; + idx[0] = *indices++; + idx[1] = *indices++; + idx[2] = *indices++; + idx[3] = *indices++; + idx += offset; + } + + return 8; +} + +void +skinUninstanceCB(Geometry *geo) +{ + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + + Skin *skin = Skin::get(geo); + if(skin == nil) + return; + + uint8 *data = skin->data; + float *invMats = skin->inverseMatrices; + skin->init(skin->numBones, skin->numBones, geo->numVertices); + memcpy(skin->inverseMatrices, invMats, skin->numBones*64); + rwFree(data); + + uint8 *p; + float *weights = skin->weights; + uint8 *indices = skin->indices; + for(int i = 0; i < header->numAttribs; i++){ + AttribDesc *a = &header->attribs[i]; + p = header->data + a->offset; + + switch(a->index){ + case 4: // weights + for(int32 i = 0; i < geo->numVertices; i++){ + unpackattrib(weights, p, a); +float sum = weights[0] + weights[1] + weights[2] + weights[3]; +if(sum){ + weights[0] /= sum; + weights[1] /= sum; + weights[2] /= sum; + weights[3] /= sum; +} + weights += 4; + p += a->stride; + } + break; + + case 5: // indices + for(int32 i = 0; i < geo->numVertices; i++){ + *indices++ = p[0]; + *indices++ = p[1]; + *indices++ = p[2]; + *indices++ = p[3]; + p += a->stride; + } + break; + } + } + + skin->findNumWeights(geo->numVertices); + skin->findUsedBones(geo->numVertices); +} + +// Skin + +static void* +skinOpen(void *o, int32, int32) +{ + skinGlobals.pipelines[PLATFORM_WDGL] = makeSkinPipeline(); + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_WDGL])->destroy(); + skinGlobals.pipelines[PLATFORM_WDGL] = nil; + return o; +} + +void +initSkin(void) +{ + Driver::registerPlugin(PLATFORM_WDGL, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + pipe->numCustomAttribs = 2; + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = skinUninstanceCB; + return pipe; +} + +// MatFX + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_WDGL] = makeMatFXPipeline(); + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_WDGL])->destroy(); + matFXGlobals.pipelines[PLATFORM_WDGL] = nil; + return o; +} + +void +initMatFX(void) +{ + Driver::registerPlugin(PLATFORM_WDGL, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + ObjPipeline *pipe = ObjPipeline::create(); + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + return pipe; +} + +// Raster + +int32 nativeRasterOffset; + +#ifdef RW_OPENGL +struct GlRaster { + GLuint id; +}; + +static void* +createNativeRaster(void *object, int32 offset, int32) +{ + GlRaster *raster = PLUGINOFFSET(GlRaster, object, offset); + raster->id = 0; + return object; +} + +static void* +destroyNativeRaster(void *object, int32 offset, int32) +{ + // TODO: + return object; +} + +static void* +copyNativeRaster(void *dst, void *, int32 offset, int32) +{ + GlRaster *raster = PLUGINOFFSET(GlRaster, dst, offset); + raster->id = 0; + return dst; +} + +void +registerNativeRaster(void) +{ + nativeRasterOffset = Raster::registerPlugin(sizeof(GlRaster), + ID_RASTERWDGL, + createNativeRaster, + destroyNativeRaster, + copyNativeRaster); +} + +void +Texture::upload(void) +{ + GLuint id; + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_2D, id); + Raster *r = this->raster; + if(r->palette){ + printf("can't upload paletted raster\n"); + return; + } + + static GLenum filter[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, + GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR + }; + static GLenum filternomip[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR + }; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + filternomip[this->filterAddressing & 0xFF]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, + filternomip[this->filterAddressing & 0xFF]); + + static GLenum wrap[] = { + 0, GL_REPEAT, GL_MIRRORED_REPEAT, + GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER + }; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + wrap[(this->filterAddressing >> 8) & 0xF]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + wrap[(this->filterAddressing >> 12) & 0xF]); + + switch(r->format & 0xF00){ + case Raster::C8888: + glTexImage2D(GL_TEXTURE_2D, 0, 4, r->width, r->height, + 0, GL_RGBA, GL_UNSIGNED_BYTE, r->pixels); + break; + default: + printf("unsupported raster format: %x\n", r->format); + break; + } + glBindTexture(GL_TEXTURE_2D, 0); + GlRaster *glr = PLUGINOFFSET(GlRaster, r, nativeRasterOffset); + glr->id = id; +} + +void +Texture::bind(int n) +{ + Raster *r = this->raster; + GlRaster *glr = PLUGINOFFSET(GlRaster, r, nativeRasterOffset); + glActiveTexture(GL_TEXTURE0+n); + if(r){ + if(glr->id == 0) + this->upload(); + glBindTexture(GL_TEXTURE_2D, glr->id); + }else + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + +} +#endif + +} +} diff --git a/src/hanim.cpp b/src/hanim.cpp new file mode 100644 index 0000000..6bc7c5e --- /dev/null +++ b/src/hanim.cpp @@ -0,0 +1,414 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwanim.h" +#include "rwplugins.h" +#include "ps2/rwps2.h" +#include "ps2/rwps2plg.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "gl/rwwdgl.h" +#include "gl/rwgl3.h" + +#define PLUGIN_ID ID_HANIM + +namespace rw { + +int32 hAnimOffset; +bool32 hAnimDoStream = 1; + +HAnimHierarchy* +HAnimHierarchy::create(int32 numNodes, int32 *nodeFlags, int32 *nodeIDs, + int32 flags, int32 maxKeySize) +{ + HAnimHierarchy *hier = (HAnimHierarchy*)rwMalloc(sizeof(*hier), MEMDUR_EVENT | ID_HANIM); + if(hier == nil){ + RWERROR((ERR_ALLOC, sizeof(*hier))); + return nil; + } + hier->interpolator = AnimInterpolator::create(numNodes, maxKeySize); + + hier->numNodes = numNodes; + hier->flags = flags; + hier->parentFrame = nil; + hier->parentHierarchy = hier; + if(hier->flags & NOMATRICES){ + hier->matrices = nil; + hier->matricesUnaligned = nil; + }else{ + hier->matricesUnaligned = rwNew(hier->numNodes*64 + 0xF, MEMDUR_EVENT | ID_HANIM); + hier->matrices = + (Matrix*)(((uintptr)hier->matricesUnaligned + 0xF) & ~0xF); + } + hier->nodeInfo = rwNewT(HAnimNodeInfo, hier->numNodes, MEMDUR_EVENT | ID_HANIM); + for(int32 i = 0; i < hier->numNodes; i++){ + if(nodeIDs) + hier->nodeInfo[i].id = nodeIDs[i]; + else + hier->nodeInfo[i].id = 0; + hier->nodeInfo[i].index = i; + if(nodeFlags) + hier->nodeInfo[i].flags = nodeFlags[i]; + else + hier->nodeInfo[i].flags = 0; + hier->nodeInfo[i].frame = nil; + } + return hier; +} + +void +HAnimHierarchy::destroy(void) +{ + this->interpolator->destroy(); + rwFree(this->matricesUnaligned); + rwFree(this->nodeInfo); + rwFree(this); +} + +static Frame* +findById(Frame *f, int32 id) +{ + if(f == nil) return nil; + HAnimData *hanim = HAnimData::get(f); + if(hanim->id >= 0 && hanim->id == id) return f; + Frame *ff = findById(f->next, id); + if(ff) return ff; + return findById(f->child, id); +} + +static Frame* +findUnattachedById(HAnimHierarchy *hier, Frame *f, int32 id) +{ + if(f == nil) return nil; + HAnimData *hanim = HAnimData::get(f); + if(hanim->id >= 0 && hanim->id == id && hier->getIndex(f) == -1) return f; + Frame *ff = findUnattachedById(hier, f->next, id); + if(ff) return ff; + return findUnattachedById(hier, f->child, id); +} + +void +HAnimHierarchy::attachByIndex(int32 idx) +{ + int32 id = this->nodeInfo[idx].id; +// Frame *f = findById(this->parentFrame, id); + Frame *f = findUnattachedById(this, this->parentFrame, id); + if(f) + this->nodeInfo[idx].frame = f; +} + +void +HAnimHierarchy::attach(void) +{ + for(int32 i = 0; i < this->numNodes; i++) + this->attachByIndex(i); +} + +int32 +HAnimHierarchy::getIndex(int32 id) +{ + for(int32 i = 0; i < this->numNodes; i++) + if(this->nodeInfo[i].id == id) + return i; + return -1; +} + +int32 +HAnimHierarchy::getIndex(Frame *f) +{ + for(int32 i = 0; i < this->numNodes; i++) + if(this->nodeInfo[i].frame == f) + return i; + return -1; +} + +HAnimHierarchy* +HAnimHierarchy::get(Frame *f) +{ + return HAnimData::get(f)->hierarchy; +} + +HAnimHierarchy* +HAnimHierarchy::find(Frame *f) +{ + if(f == nil) return nil; + HAnimHierarchy *hier = HAnimHierarchy::get(f); + if(hier) return hier; + hier = HAnimHierarchy::find(f->next); + if(hier) return hier; + return HAnimHierarchy::find(f->child); +} + +void +HAnimHierarchy::updateMatrices(void) +{ + // TODO: handle more (all!) cases + + Matrix rootMat, animMat; + Matrix *curMat, *parentMat; + Matrix **sp, *stack[64]; + Frame *frm, *parfrm; + int32 i; + AnimInterpolator *anim = this->interpolator; + + sp = stack; + curMat = this->matrices; + + frm = this->parentFrame; + if(frm && (parfrm = frm->getParent()) && !(this->flags&LOCALSPACEMATRICES)) + rootMat = *parfrm->getLTM(); + else + rootMat.setIdentity(); + parentMat = &rootMat; + *sp++ = parentMat; + HAnimNodeInfo *node = this->nodeInfo; + for(i = 0; i < this->numNodes; i++){ + anim->applyCB(&animMat, anim->getInterpFrame(i)); + + // TODO: here we could update local matrices + + Matrix::mult(curMat, &animMat, parentMat); + + // TODO: here we could update LTM + + if(node->flags & PUSH) + *sp++ = parentMat; + parentMat = curMat; + if(node->flags & POP) + parentMat = *--sp; + assert(sp >= stack); + assert(sp <= &stack[64]); + + node++; + curMat++; + } +} + +HAnimData* +HAnimData::get(Frame *f) +{ + return PLUGINOFFSET(HAnimData, f, hAnimOffset); +} + +static void* +createHAnim(void *object, int32 offset, int32) +{ + HAnimData *hanim = PLUGINOFFSET(HAnimData, object, offset); + hanim->id = -1; + hanim->hierarchy = nil; + return object; +} + +static void* +destroyHAnim(void *object, int32 offset, int32) +{ + int i; + HAnimData *hanim = PLUGINOFFSET(HAnimData, object, offset); + if(hanim->hierarchy){ + for(i = 0; i < hanim->hierarchy->numNodes; i++) + hanim->hierarchy->nodeInfo[i].frame = nil; + if(object == hanim->hierarchy->parentFrame) + hanim->hierarchy->destroy(); + } + hanim->id = -1; + hanim->hierarchy = nil; + return object; +} + +static void* +copyHAnim(void *dst, void *src, int32 offset, int32) +{ + int i; + HAnimData *dsthanim = PLUGINOFFSET(HAnimData, dst, offset); + HAnimData *srchanim = PLUGINOFFSET(HAnimData, src, offset); + HAnimHierarchy *srchier, *dsthier; + dsthanim->id = srchanim->id; + dsthanim->hierarchy = nil; + srchier = srchanim->hierarchy; + if(srchier && !(srchier->flags & HAnimHierarchy::SUBHIERARCHY)){ + dsthier = HAnimHierarchy::create(srchier->numNodes, nil, nil, srchier->flags, srchier->interpolator->maxInterpKeyFrameSize); + for(i = 0; i < dsthier->numNodes; i++){ + dsthier->nodeInfo[i].frame = nil; + dsthier->nodeInfo[i].flags = srchier->nodeInfo[i].flags; + dsthier->nodeInfo[i].index = srchier->nodeInfo[i].index; + dsthier->nodeInfo[i].id = srchier->nodeInfo[i].id; + } + dsthanim->hierarchy = dsthier; + dsthier->parentFrame = (Frame*)dst; + } + return dst; +} + +static Stream* +readHAnim(Stream *stream, int32, void *object, int32 offset, int32) +{ + int32 ver, numNodes; + HAnimData *hanim = PLUGINOFFSET(HAnimData, object, offset); + ver = stream->readI32(); + assert(ver == 0x100); + hanim->id = stream->readI32(); + numNodes = stream->readI32(); + if(numNodes != 0){ + int32 flags = stream->readI32(); + int32 maxKeySize = stream->readI32(); + // Sizes are fucked for 64 bit pointers but + // AnimInterpolator::create() will take care of that + int32 *nodeFlags = rwNewT(int32, numNodes, + MEMDUR_FUNCTION | ID_HANIM); + int32 *nodeIDs = rwNewT(int32, numNodes, + MEMDUR_FUNCTION | ID_HANIM); + for(int32 i = 0; i < numNodes; i++){ + nodeIDs[i] = stream->readI32(); + stream->readI32(); // index...unused + nodeFlags[i] = stream->readI32(); + } + hanim->hierarchy = HAnimHierarchy::create(numNodes, + nodeFlags, nodeIDs, flags, maxKeySize); + hanim->hierarchy->parentFrame = (Frame*)object; + rwFree(nodeFlags); + rwFree(nodeIDs); + } + return stream; +} + +static Stream* +writeHAnim(Stream *stream, int32, void *object, int32 offset, int32) +{ + HAnimData *hanim = PLUGINOFFSET(HAnimData, object, offset); + stream->writeI32(256); + stream->writeI32(hanim->id); + if(hanim->hierarchy == nil){ + stream->writeI32(0); + return stream; + } + HAnimHierarchy *hier = hanim->hierarchy; + stream->writeI32(hier->numNodes); + stream->writeI32(hier->flags); + stream->writeI32(hier->interpolator->maxInterpKeyFrameSize); + for(int32 i = 0; i < hier->numNodes; i++){ + stream->writeI32(hier->nodeInfo[i].id); + stream->writeI32(hier->nodeInfo[i].index); + stream->writeI32(hier->nodeInfo[i].flags); + } + return stream; +} + +static int32 +getSizeHAnim(void *object, int32 offset, int32) +{ + HAnimData *hanim = PLUGINOFFSET(HAnimData, object, offset); + if(!hAnimDoStream || + (version >= 0x35000 && hanim->id == -1 && hanim->hierarchy == nil)) + return 0; + if(hanim->hierarchy) + return 12 + 8 + hanim->hierarchy->numNodes*12; + return 12; +} + +static void +hAnimFrameRead(Stream *stream, Animation *anim) +{ + HAnimKeyFrame *frames = (HAnimKeyFrame*)anim->keyframes; + for(int32 i = 0; i < anim->numFrames; i++){ + frames[i].time = stream->readF32(); + stream->read32(&frames[i].q, 4*4); + stream->read32(&frames[i].t, 3*4); + int32 prev = stream->readI32()/0x24; + frames[i].prev = &frames[prev]; + } +} + +static void +hAnimFrameWrite(Stream *stream, Animation *anim) +{ + HAnimKeyFrame *frames = (HAnimKeyFrame*)anim->keyframes; + for(int32 i = 0; i < anim->numFrames; i++){ + stream->writeF32(frames[i].time); + stream->write32(&frames[i].q, 4*4); + stream->write32(&frames[i].t, 3*4); + stream->writeI32((frames[i].prev - frames)*0x24); + } +} + +static uint32 +hAnimFrameGetSize(Animation *anim) +{ + return anim->numFrames*(4 + 4*4 + 3*4 + 4); +} + +//void hanimBlendCB(void *out, void *in1, void *in2, float32 a); +//void hanimAddCB(void *out, void *in1, void *in2); +//void hanimMulRecipCB(void *frame, void *start); + +static void +hanimApplyCB(void *result, void *frame) +{ + Matrix *m = (Matrix*)result; + HAnimInterpFrame *f = (HAnimInterpFrame*)frame; + m->rotate(f->q, COMBINEREPLACE); + m->pos = f->t; +} + +static void +hanimInterpCB(void *vout, void *vin1, void *vin2, float32 t, void*) +{ + HAnimInterpFrame *out = (HAnimInterpFrame*)vout; + HAnimKeyFrame *in1 = (HAnimKeyFrame*)vin1; + HAnimKeyFrame *in2 = (HAnimKeyFrame*)vin2; +assert(t >= in1->time && t <= in2->time); + float32 a = (t - in1->time)/(in2->time - in1->time); + out->t = lerp(in1->t, in2->t, a); + out->q = slerp(in1->q, in2->q, a); +} + +static void* +hanimOpen(void *object, int32 offset, int32 size) +{ + AnimInterpolatorInfo *info = rwNewT(AnimInterpolatorInfo, 1, MEMDUR_GLOBAL | ID_HANIM); + info->id = 1; + info->interpKeyFrameSize = sizeof(HAnimInterpFrame); + info->animKeyFrameSize = sizeof(HAnimKeyFrame); + info->customDataSize = 0; + info->applyCB = hanimApplyCB; + info->blendCB = nil; + info->interpCB = hanimInterpCB; + info->addCB = nil; + info->mulRecipCB = nil; + info->streamRead = hAnimFrameRead; + info->streamWrite = hAnimFrameWrite; + info->streamGetSize = hAnimFrameGetSize; + AnimInterpolatorInfo::registerInterp(info); + return object; +} + +static void* +hanimClose(void *object, int32 offset, int32 size) +{ + AnimInterpolatorInfo::unregisterInterp(AnimInterpolatorInfo::find(1)); + return object; +} + + +void +registerHAnimPlugin(void) +{ + Engine::registerPlugin(0, ID_HANIM, hanimOpen, hanimClose); + hAnimOffset = Frame::registerPlugin(sizeof(HAnimData), ID_HANIM, + createHAnim, + destroyHAnim, copyHAnim); + Frame::registerPluginStream(ID_HANIM, + readHAnim, + writeHAnim, + getSizeHAnim); +} + +} diff --git a/src/image.cpp b/src/image.cpp new file mode 100644 index 0000000..23877b8 --- /dev/null +++ b/src/image.cpp @@ -0,0 +1,1324 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "ps2/rwps2.h" +#include "d3d/rwd3d.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" + +#define PLUGIN_ID ID_IMAGE + +namespace rw { + +int32 Image::numAllocated; + +struct FileAssociation +{ + char *extension; + Image *(*read)(const char *afilename); + void (*write)(Image *image, const char *filename); +}; + +struct ImageGlobals +{ + char *searchPaths; + int numSearchPaths; + FileAssociation fileFormats[10]; + int numFileFormats; +}; +int32 imageModuleOffset; + +#define IMAGEGLOBAL(v) (PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset)->v) + +// Image formats are as follows: +// 32 bit has 4 bytes: 8888 RGBA +// 24 bit has 3 bytes: 888 RGB +// 16 bit has 2 bytes: 1555 ARGB stored in platform native order (TODO?) +// palettes always have 4 bytes: r, g, b, a +// 8 bit has 1 byte: x +// 4 bit has 1 byte per two pixels: 0xLR, where L and R are the left and right pixel resp. + +Image* +Image::create(int32 width, int32 height, int32 depth) +{ + Image *img = (Image*)rwMalloc(sizeof(Image), MEMDUR_EVENT | ID_IMAGE); + if(img == nil){ + RWERROR((ERR_ALLOC, sizeof(Image))); + return nil; + } + numAllocated++; + img->flags = 0; + img->width = width; + img->height = height; + img->depth = depth; + img->bpp = depth < 8 ? 1 : depth/8; + img->stride = 0; + img->pixels = nil; + img->palette = nil; + return img; +} + +void +Image::destroy(void) +{ + this->free(); + rwFree(this); + numAllocated--; +} + +void +Image::allocate(void) +{ + if(this->pixels == nil){ + this->stride = this->width*this->bpp; + this->pixels = rwNewT(uint8, this->stride*this->height, MEMDUR_EVENT | ID_IMAGE); + this->flags |= 1; + } + if(this->palette == nil){ + if(this->depth == 4 || this->depth == 8) + this->palette = rwNewT(uint8, (1 << this->depth)*4, MEMDUR_EVENT | ID_IMAGE); + this->flags |= 2; + } +} + +void +Image::free(void) +{ + if(this->flags&1){ + rwFree(this->pixels); + this->pixels = nil; + } + if(this->flags&2){ + rwFree(this->palette); + this->palette = nil; + } + this->flags = 0; +} + +void +Image::setPixels(uint8 *pixels) +{ + this->pixels = pixels; + this->flags |= 1; +} + +void +decompressDXT1(uint8 *adst, int32 w, int32 h, uint8 *src) +{ + /* j loops through old texels + * x and y loop through new texels */ + int32 x = 0, y = 0; + uint32 c[4][4]; + uint8 idx[16]; + uint8 (*dst)[4] = (uint8(*)[4])adst; + for(int32 j = 0; j < w*h/2; j += 8){ + /* calculate colors */ + uint32 col0 = *((uint16*)&src[j+0]); + uint32 col1 = *((uint16*)&src[j+2]); + c[0][0] = ((col0>>11) & 0x1F)*0xFF/0x1F; + c[0][1] = ((col0>> 5) & 0x3F)*0xFF/0x3F; + c[0][2] = ( col0 & 0x1F)*0xFF/0x1F; + c[0][3] = 0xFF; + + c[1][0] = ((col1>>11) & 0x1F)*0xFF/0x1F; + c[1][1] = ((col1>> 5) & 0x3F)*0xFF/0x3F; + c[1][2] = ( col1 & 0x1F)*0xFF/0x1F; + c[1][3] = 0xFF; + if(col0 > col1){ + c[2][0] = (2*c[0][0] + 1*c[1][0])/3; + c[2][1] = (2*c[0][1] + 1*c[1][1])/3; + c[2][2] = (2*c[0][2] + 1*c[1][2])/3; + c[2][3] = 0xFF; + + c[3][0] = (1*c[0][0] + 2*c[1][0])/3; + c[3][1] = (1*c[0][1] + 2*c[1][1])/3; + c[3][2] = (1*c[0][2] + 2*c[1][2])/3; + c[3][3] = 0xFF; + }else{ + c[2][0] = (c[0][0] + c[1][0])/2; + c[2][1] = (c[0][1] + c[1][1])/2; + c[2][2] = (c[0][2] + c[1][2])/2; + c[2][3] = 0xFF; + + c[3][0] = 0x00; + c[3][1] = 0x00; + c[3][2] = 0x00; + c[3][3] = 0x00; + } + + /* make index list */ + uint32 indices = *((uint32*)&src[j+4]); + for(int32 k = 0; k < 16; k++){ + idx[k] = indices & 0x3; + indices >>= 2; + } + + /* write bytes */ + for(uint32 l = 0; l < 4; l++) + for(uint32 k = 0; k < 4; k++){ + dst[(y+l)*w + x+k][0] = c[idx[l*4+k]][0]; + dst[(y+l)*w + x+k][1] = c[idx[l*4+k]][1]; + dst[(y+l)*w + x+k][2] = c[idx[l*4+k]][2]; + dst[(y+l)*w + x+k][3] = c[idx[l*4+k]][3]; + } + x += 4; + if(x >= w){ + y += 4; + x = 0; + } + } +} + +void +decompressDXT3(uint8 *adst, int32 w, int32 h, uint8 *src) +{ + /* j loops through old texels + * x and y loop through new texels */ + int32 x = 0, y = 0; + uint32 c[4][4]; + uint8 idx[16]; + uint8 a[16]; + uint8 (*dst)[4] = (uint8(*)[4])adst; + for(int32 j = 0; j < w*h; j += 16){ + /* calculate colors */ + uint32 col0 = *((uint16*)&src[j+8]); + uint32 col1 = *((uint16*)&src[j+10]); + c[0][0] = ((col0>>11) & 0x1F)*0xFF/0x1F; + c[0][1] = ((col0>> 5) & 0x3F)*0xFF/0x3F; + c[0][2] = ( col0 & 0x1F)*0xFF/0x1F; + + c[1][0] = ((col1>>11) & 0x1F)*0xFF/0x1F; + c[1][1] = ((col1>> 5) & 0x3F)*0xFF/0x3F; + c[1][2] = ( col1 & 0x1F)*0xFF/0x1F; + + c[2][0] = (2*c[0][0] + 1*c[1][0])/3; + c[2][1] = (2*c[0][1] + 1*c[1][1])/3; + c[2][2] = (2*c[0][2] + 1*c[1][2])/3; + + c[3][0] = (1*c[0][0] + 2*c[1][0])/3; + c[3][1] = (1*c[0][1] + 2*c[1][1])/3; + c[3][2] = (1*c[0][2] + 2*c[1][2])/3; + + /* make index list */ + uint32 indices = *((uint32*)&src[j+12]); + for(int32 k = 0; k < 16; k++){ + idx[k] = indices & 0x3; + indices >>= 2; + } + uint64 alphas = *((uint64*)&src[j+0]); + for(int32 k = 0; k < 16; k++){ + a[k] = (alphas & 0xF)*17; + alphas >>= 4; + } + + /* write bytes */ + for(uint32 l = 0; l < 4; l++) + for(uint32 k = 0; k < 4; k++){ + dst[(y+l)*w + x+k][0] = c[idx[l*4+k]][0]; + dst[(y+l)*w + x+k][1] = c[idx[l*4+k]][1]; + dst[(y+l)*w + x+k][2] = c[idx[l*4+k]][2]; + dst[(y+l)*w + x+k][3] = a[l*4+k]; + } + x += 4; + if(x >= w){ + y += 4; + x = 0; + } + } +} + +void +decompressDXT5(uint8 *adst, int32 w, int32 h, uint8 *src) +{ + /* j loops through old texels + * x and y loop through new texels */ + int32 x = 0, y = 0; + uint32 c[4][4]; + uint32 a[8]; + uint8 idx[16]; + uint8 aidx[16]; + uint8 (*dst)[4] = (uint8(*)[4])adst; + for(int32 j = 0; j < w*h; j += 16){ + /* calculate colors */ + uint32 col0 = *((uint16*)&src[j+8]); + uint32 col1 = *((uint16*)&src[j+10]); + c[0][0] = ((col0>>11) & 0x1F)*0xFF/0x1F; + c[0][1] = ((col0>> 5) & 0x3F)*0xFF/0x3F; + c[0][2] = ( col0 & 0x1F)*0xFF/0x1F; + + c[1][0] = ((col1>>11) & 0x1F)*0xFF/0x1F; + c[1][1] = ((col1>> 5) & 0x3F)*0xFF/0x3F; + c[1][2] = ( col1 & 0x1F)*0xFF/0x1F; + if(col0 > col1){ + c[2][0] = (2*c[0][0] + 1*c[1][0])/3; + c[2][1] = (2*c[0][1] + 1*c[1][1])/3; + c[2][2] = (2*c[0][2] + 1*c[1][2])/3; + + c[3][0] = (1*c[0][0] + 2*c[1][0])/3; + c[3][1] = (1*c[0][1] + 2*c[1][1])/3; + c[3][2] = (1*c[0][2] + 2*c[1][2])/3; + }else{ + c[2][0] = (c[0][0] + c[1][0])/2; + c[2][1] = (c[0][1] + c[1][1])/2; + c[2][2] = (c[0][2] + c[1][2])/2; + + c[3][0] = 0x00; + c[3][1] = 0x00; + c[3][2] = 0x00; + } + + a[0] = src[j+0]; + a[1] = src[j+1]; + if(a[0] > a[1]){ + a[2] = (6*a[0] + 1*a[1])/7; + a[3] = (5*a[0] + 2*a[1])/7; + a[4] = (4*a[0] + 3*a[1])/7; + a[5] = (3*a[0] + 4*a[1])/7; + a[6] = (2*a[0] + 5*a[1])/7; + a[7] = (1*a[0] + 6*a[1])/7; + }else{ + a[2] = (4*a[0] + 1*a[1])/5; + a[3] = (3*a[0] + 2*a[1])/5; + a[4] = (2*a[0] + 3*a[1])/5; + a[5] = (1*a[0] + 4*a[1])/5; + a[6] = 0; + a[7] = 0xFF; + } + + /* make index list */ + uint32 indices = *((uint32*)&src[j+12]); + for(int32 k = 0; k < 16; k++){ + idx[k] = indices & 0x3; + indices >>= 2; + } + // only 6 indices + uint64 alphas = *((uint64*)&src[j+2]); + for(int32 k = 0; k < 16; k++){ + aidx[k] = alphas & 0x7; + alphas >>= 3; + } + + /* write bytes */ + for(uint32 l = 0; l < 4; l++) + for(uint32 k = 0; k < 4; k++){ + dst[(y+l)*w + x+k][0] = c[idx[l*4+k]][0]; + dst[(y+l)*w + x+k][1] = c[idx[l*4+k]][1]; + dst[(y+l)*w + x+k][2] = c[idx[l*4+k]][2]; + dst[(y+l)*w + x+k][3] = a[aidx[l*4+k]]; + } + x += 4; + if(x >= w){ + y += 4; + x = 0; + } + } +} + +// not strictly image but related + +// flip a DXT 2-bit block +static void +flipBlock(uint8 *dst, uint8 *src) +{ + // color + dst[0] = src[0]; + dst[1] = src[1]; + dst[2] = src[2]; + dst[3] = src[3]; + // bits + dst[4] = src[7]; + dst[5] = src[6]; + dst[6] = src[5]; + dst[7] = src[4]; +} + +// flip top 2 rows of a DXT 2-bit block +static void +flipBlock_half(uint8 *dst, uint8 *src) +{ + // color + dst[0] = src[0]; + dst[1] = src[1]; + dst[2] = src[2]; + dst[3] = src[3]; + // bits + dst[4] = src[5]; + dst[5] = src[4]; + dst[6] = src[6]; + dst[7] = src[7]; +} + +// flip a DXT3 4-bit alpha block +static void +flipAlphaBlock3(uint8 *dst, uint8 *src) +{ + dst[6] = src[0]; + dst[7] = src[1]; + dst[4] = src[2]; + dst[5] = src[3]; + dst[2] = src[4]; + dst[3] = src[5]; + dst[0] = src[6]; + dst[1] = src[7]; +} + +// flip top 2 rows of a DXT3 4-bit alpha block +static void +flipAlphaBlock3_half(uint8 *dst, uint8 *src) +{ + dst[0] = src[2]; + dst[1] = src[3]; + dst[2] = src[0]; + dst[3] = src[1]; + dst[4] = src[4]; + dst[5] = src[5]; + dst[6] = src[6]; + dst[7] = src[7]; +} + +// flip a DXT5 3-bit alpha block +static void +flipAlphaBlock5(uint8 *dst, uint8 *src) +{ + // color + dst[0] = src[0]; + dst[1] = src[1]; + // bits + uint64 bits = *(uint64*)&src[2]; + uint64 flipbits = 0; + for(int i = 0; i < 4; i++){ + flipbits <<= 12; + flipbits |= bits & 0xFFF; + bits >>= 12; + } + memcpy(dst+2, &flipbits, 6); +} + +// flip top 2 rows of a DXT5 3-bit alpha block +static void +flipAlphaBlock5_half(uint8 *dst, uint8 *src) +{ + // color + dst[0] = src[0]; + dst[1] = src[1]; + // bits + uint64 bits = *(uint64*)&src[2]; + uint64 flipbits = bits & 0xFFFFFF000000; + flipbits |= (bits>>12) & 0xFFF; + flipbits |= (bits<<12) & 0xFFF000; + memcpy(dst+2, &flipbits, 6); +} + +void +flipDXT1(uint8 *dst, uint8 *src, uint32 width, uint32 height) +{ + int x, y; + int bw = (width+3)/4; + int bh = (height+3)/4; + if(height < 4){ + // used pixels are always at the top + // so don't swap the full 4 rows + if(height == 2){ + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipBlock_half(dst, src); + s += 8; + d += 8; + } + }else + memcpy(dst, src, 8*bw); + return; + } + dst += 8*bw*bh; + for(y = 0; y < bh; y++){ + dst -= 8*bw; + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipBlock(d, s); + s += 8; + d += 8; + } + src += 8*bw; + } +} + +void +flipDXT3(uint8 *dst, uint8 *src, uint32 width, uint32 height) +{ + int x, y; + int bw = (width+3)/4; + int bh = (height+3)/4; + if(height < 4){ + // used pixels are always at the top + // so don't swap the full 4 rows + if(height == 2){ + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipAlphaBlock3_half(d, s); + flipBlock_half(d+8, s+8); + s += 16; + d += 16; + } + }else + memcpy(dst, src, 16*bw); + return; + } + dst += 16*bw*bh; + for(y = 0; y < bh; y++){ + dst -= 16*bw; + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipAlphaBlock3(d, s); + flipBlock(d+8, s+8); + s += 16; + d += 16; + } + src += 16*bw; + } +} + +void +flipDXT5(uint8 *dst, uint8 *src, uint32 width, uint32 height) +{ + int x, y; + int bw = (width+3)/4; + int bh = (height+3)/4; + if(height < 4){ + // used pixels are always at the top + // so don't swap the full 4 rows + if(height == 2){ + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipAlphaBlock5_half(d, s); + flipBlock_half(d+8, s+8); + s += 16; + d += 16; + } + }else + memcpy(dst, src, 16*bw); + return; + } + dst += 16*bw*bh; + for(y = 0; y < bh; y++){ + dst -= 16*bw; + uint8 *s = src; + uint8 *d = dst; + for(x = 0; x < bw; x++){ + flipAlphaBlock5(d, s); + flipBlock(d+8, s+8); + s += 16; + d += 16; + } + src += 16*bw; + } +} + +void +flipDXT(int32 type, uint8 *dst, uint8 *src, uint32 width, uint32 height) +{ + switch(type){ + case 1: + flipDXT1(dst, src, width, height); + break; + case 3: + flipDXT3(dst, src, width, height); + break; + case 5: + flipDXT5(dst, src, width, height); + break; + } +} + +void +Image::setPixelsDXT(int32 type, uint8 *pixels) +{ + switch(type){ + case 1: + decompressDXT1(this->pixels, this->width, this->height, pixels); + break; + case 3: + decompressDXT3(this->pixels, this->width, this->height, pixels); + break; + case 5: + decompressDXT5(this->pixels, this->width, this->height, pixels); + break; + } +} + +void +Image::setPalette(uint8 *palette) +{ + this->palette = palette; + this->flags |= 2; +} + +void +Image::compressPalette(void) +{ + if(this->depth != 8) + return; + uint8 *pixels = this->pixels; + for(int y = 0; y < this->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < this->width; x++){ + if(*line > 0xF) return; + line += this->bpp; + } + pixels += this->stride; + } + this->depth = 4; +} + +bool32 +Image::hasAlpha(void) +{ + uint8 ret = 0xFF; + uint8 *pixels = this->pixels; + if(this->depth == 32){ + for(int y = 0; y < this->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < this->width; x++){ + ret &= line[3]; + line += this->bpp; + } + pixels += this->stride; + } + }else if(this->depth == 24){ + return 0; + }else if(this->depth == 16){ + for(int y = 0; y < this->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < this->width; x++){ + ret &= line[1] & 0x80; + line += this->bpp; + } + pixels += this->stride; + } + return ret != 0x80; + }else if(this->depth <= 8){ + for(int y = 0; y < this->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < this->width; x++){ + ret &= this->palette[*line*4+3]; + line += this->bpp; + } + pixels += this->stride; + } + } + return ret != 0xFF; +} + +void +Image::convertTo32(void) +{ + assert(this->pixels); + uint8 *pixels = this->pixels; + int32 newstride = this->width*4; + uint8 *newpixels; + + void (*fun)(uint8 *out, uint8 *in) = nil; + switch(this->depth){ + case 4: + case 8: + assert(this->palette); + this->unpalettize(true); + return; + case 16: + fun = conv_RGBA8888_from_ARGB1555; + break; + case 24: + fun = conv_RGBA8888_from_RGB888; + break; + default: + return; + } + + newpixels = rwNewT(uint8, newstride*this->height, MEMDUR_EVENT | ID_IMAGE); + uint8 *pixels32 = newpixels; + for(int y = 0; y < this->height; y++){ + uint8 *line = pixels; + uint8 *newline = newpixels; + for(int x = 0; x < this->width; x++){ + fun(newline, line); + line += this->bpp; + newline += 4; + } + pixels += this->stride; + newpixels += newstride; + } + + this->free(); + this->depth = 32; + this->bpp = 4; + this->stride = newstride; + this->pixels = nil; + this->palette = nil; + this->setPixels(pixels32); +} + +void +Image::palettize(int32 depth) +{ + RGBA colors[256]; + ColorQuant quant; + uint8 *newpixels; + uint32 newstride; + + quant.init(); + quant.addImage(this); + assert(depth <= 8); + quant.makePalette(1<width; + newpixels = rwNewT(uint8, newstride*this->height, MEMDUR_EVENT | ID_IMAGE); + // TODO: maybe do floyd-steinberg dithering? + quant.matchImage(newpixels, newstride, this); + + this->free(); + this->depth = depth; + this->bpp = depth < 8 ? 1 : depth/8; + this->stride = newstride; + this->pixels = nil; + this->palette = nil; + this->setPixels(newpixels); + this->allocate(); + memcpy(this->palette, colors, 4*(1<depth > 8) + return; + assert(this->pixels); + assert(this->palette); + + int32 ndepth = (forceAlpha || this->hasAlpha()) ? 32 : 24; + int32 nstride = this->width*ndepth/8; + uint8 *npixels = rwNewT(uint8, nstride*this->height, MEMDUR_EVENT | ID_IMAGE); + + uint8 *line = this->pixels; + uint8 *nline = npixels; + uint8 *p, *np; + for(int32 y = 0; y < this->height; y++){ + p = line; + np = nline; + for(int32 x = 0; x < this->width; x++){ + np[0] = this->palette[*p*4+0]; + np[1] = this->palette[*p*4+1]; + np[2] = this->palette[*p*4+2]; + np += 3; + if(ndepth == 32) + *np++ = this->palette[*p*4+3]; + p++; + } + line += this->stride; + nline += nstride; + } + this->free(); + this->depth = ndepth; + this->bpp = ndepth < 8 ? 1 : ndepth/8; + this->stride = nstride; + this->setPixels(npixels); +} + +// Copy the biggest channel value to alpha +void +Image::makeMask(void) +{ + int32 maxcol; + switch(this->depth){ + case 4: + case 8: { + assert(this->palette); + int32 pallen = 1 << this->depth; + for(int32 i = 0; i < pallen; i++){ + maxcol = this->palette[i*4+0]; + if(this->palette[i*4+1] > maxcol) maxcol = this->palette[i*4+1]; + if(this->palette[i*4+2] > maxcol) maxcol = this->palette[i*4+2]; + this->palette[i*4+3] = maxcol; + } + break; + } + + case 16: + case 24: + this->convertTo32(); + // fallthrough + + case 32: { + assert(this->pixels); + uint8 *line = this->pixels; + uint8 *p; + for(int32 y = 0; y < this->height; y++){ + p = line; + for(int32 x = 0; x < this->width; x++){ + maxcol = p[0]; + if(p[1] > maxcol) maxcol = p[1]; + if(p[2] > maxcol) maxcol = p[2]; + p[3] = maxcol; + p += this->bpp; + } + line += this->stride; + } + break; + } + } +} + +void +Image::applyMask(Image *mask) +{ + if(this->width != mask->width || this->height != mask->height) + return; // TODO: set an error + // we could use alpha with 16 bits but what's the point? + if(mask->depth == 16 || mask->depth == 24) + return; + + this->convertTo32(); + assert(this->depth == 32); + + uint8 *line = this->pixels; + uint8 *mline = mask->pixels; + uint8 *p, *m; + for(int32 y = 0; y < this->height; y++){ + p = line; + m = mline; + for(int32 x = 0; x < this->width; x++){ + if(mask->depth == 32) + p[3] = m[3]; + else if(mask->depth <= 8) + p[3] = mask->palette[m[0]*4+3]; + p += this->bpp; + m += mask->bpp; + } + line += this->stride; + mline += mask->stride; + } +} + +void +Image::removeMask(void) +{ + if(this->depth <= 8){ + assert(this->palette); + int32 pallen = 4*(1 << this->depth); + for(int32 i = 0; i < pallen; i += 4) + this->palette[i+3] = 0xFF; + return; + } + if(this->depth == 24) + return; + assert(this->pixels); + uint8 *line = this->pixels; + uint8 *p; + for(int32 y = 0; y < this->height; y++){ + p = line; + for(int32 x = 0; x < this->width; x++){ + switch(this->depth){ + case 16: + p[1] |= 0x80; + p += 2; + break; + case 32: + p[3] = 0xFF; + p += 4; + break; + } + } + line += this->stride; + } +} + +Image* +Image::extractMask(void) +{ + Image *img = Image::create(this->width, this->height, 8); + img->allocate(); + + // use an 8bit palette to store all shades of grey + for(int32 i = 0; i < 256; i++){ + img->palette[i*4+0] = i; + img->palette[i*4+1] = i; + img->palette[i*4+2] = i; + img->palette[i*4+3] = 0xFF; + } + + // Then use the alpha value as palette index + uint8 *line = this->pixels; + uint8 *nline = img->pixels; + uint8 *p, *np; + for(int32 y = 0; y < this->height; y++){ + p = line; + np = nline; + for(int32 x = 0; x < this->width; x++){ + switch(this->depth){ + case 4: + case 8: + *np++ = this->palette[*p*4+3]; + p++; + break; + case 16: + *np++ = 0xFF*!!(p[1]&0x80); + p += 2; + break; + case 24: + *np++ = 0xFF; + p += 3; + break; + case 32: + *np++ = p[3]; + p += 4; + break; + } + } + line += this->stride; + nline += img->stride; + } + return img; +} + +void +Image::setSearchPath(const char *path) +{ + char *p, *end; + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + rwFree(g->searchPaths); + g->numSearchPaths = 0; + if(path) + g->searchPaths = p = rwStrdup(path, MEMDUR_EVENT); + else{ + g->searchPaths = nil; + return; + } + while(p && *p){ + end = strchr(p, ';'); + if(end) + *end++ = '\0'; + g->numSearchPaths++; + p = end; + } +} + +void +Image::printSearchPath(void) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + char *p = g->searchPaths; + for(int i = 0; i < g->numSearchPaths; i++){ + printf("%s\n", p); + p += strlen(p) + 1; + } +} + +char* +Image::getFilename(const char *name) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + void *f; + char *s, *p = g->searchPaths; + size_t len = strlen(name)+1; + if(g->numSearchPaths == 0){ + s = rwStrdup(name, MEMDUR_EVENT); + makePath(s); + f = engine->filefuncs.rwfopen(s, "rb"); + if(f){ + engine->filefuncs.rwfclose(f); +// printf("found %s\n", s); + return s; + } + rwFree(s); + return nil; + }else + for(int i = 0; i < g->numSearchPaths; i++){ + s = (char*)rwMalloc(strlen(p)+len, MEMDUR_EVENT | ID_IMAGE); + if(s == nil){ + RWERROR((ERR_ALLOC, strlen(p)+len)); + return nil; + } + strcpy(s, p); + strcat(s, name); + makePath(s); + f = engine->filefuncs.rwfopen(s, "r"); + if(f){ + engine->filefuncs.rwfclose(f); +// printf("found %s\n", name); + return s; + } + rwFree(s); + p += strlen(p) + 1; + } + return nil; +} + +Image* +Image::readMasked(const char *imageName, const char *maskName) +{ + Image *img, *mask; + + img = read(imageName); + if(img == nil) + return nil; + if(maskName && maskName[0]){ + mask = read(maskName); + if(mask == nil) + return img; + mask->makeMask(); + int32 origDepth = img->depth; + img->applyMask(mask); + mask->destroy(); + if(origDepth <= 8 && img->depth != origDepth) + img->palettize(origDepth); + } + return img; +} + +Image* +Image::read(const char *imageName) +{ + int i; + char *filename, *ext, *found; + Image *img; + + filename = rwNewT(char, strlen(imageName) + 20, MEMDUR_FUNCTION | ID_IMAGE); + strcpy(filename, imageName); + ext = filename + strlen(filename); + *ext++ = '.'; + // Try all supported extensions + for(i = 0; i < IMAGEGLOBAL(numFileFormats); i++){ + if(IMAGEGLOBAL(fileFormats)[i].read == nil) + continue; + strncpy(ext, IMAGEGLOBAL(fileFormats)[i].extension, 19); + found = getFilename(filename); + // Found a file + if(found){ + img = IMAGEGLOBAL(fileFormats)[i].read(found); + rwFree(found); + // It was a valid image of that format + if(img){ + rwFree(filename); + return img; + } + } + } + rwFree(filename); + return nil; +} + +bool32 +Image::registerFileFormat(const char *ext, fileRead read, fileWrite write) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + if(g->numFileFormats >= (int)nelem(g->fileFormats)) + return 0; + g->fileFormats[g->numFileFormats].extension = rwStrdup(ext, MEMDUR_EVENT); + g->fileFormats[g->numFileFormats].read = read; + g->fileFormats[g->numFileFormats].write = write; + g->numFileFormats++; + return 1; +} + +static void* +imageOpen(void *object, int32 offset, int32 size) +{ + imageModuleOffset = offset; + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + g->searchPaths = nil; + g->numSearchPaths = 0; + g->numFileFormats = 0; + return object; +} + +static void* +imageClose(void *object, int32 offset, int32 size) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + int i; + rwFree(g->searchPaths); + g->searchPaths = nil; + g->numSearchPaths = 0; + for(i = 0; i < g->numFileFormats; i++) + rwFree(g->fileFormats[i].extension); + g->numFileFormats = 0; + return object; +} + +void +Image::registerModule(void) +{ + Engine::registerPlugin(sizeof(ImageGlobals), ID_IMAGEMODULE, imageOpen, imageClose); +} + + + +/* + * Color Quantization + */ + +// An address for a single level is 4 bits. +// Since we have 8 bpp that is 32 bits to address any tree node. +// The lower bits address the higher level tree nodes. +// This is essentially a bit reverse and swizzle. +static uint32 +makeTreeAddr(RGBA color) +{ + int32 i; + uint32 addr = 0; + uint32 r = 1; + uint32 g = 2; + uint32 b = 4; + uint32 a = 8; + for(i = 0; i < 8; i++){ + uint32 mask = 0x80>>i; + if(color.red & mask) addr |= r; + if(color.green & mask) addr |= g; + if(color.blue & mask) addr |= b; + if(color.alpha & mask) addr |= a; + r <<= 4; + g <<= 4; + b <<= 4; + a <<= 4; + } + return addr; +} + +void +ColorQuant::Node::destroy(void) +{ + int i; + for(i = 0; i < 16; i++) + if(this->children[i]) + this->children[i]->destroy(); + if(this->link.next) + this->link.remove(); + rwFree(this); +} + +ColorQuant::Node* +ColorQuant::createNode(int32 level) +{ + int i; + ColorQuant::Node *node = rwNewT(ColorQuant::Node, 1, MEMDUR_EVENT | ID_IMAGE); + node->parent = nil; + for(i = 0; i < 16; i++) + node->children[i] = nil; + node->r = 0; + node->g = 0; + node->b = 0; + node->a = 0; + node->numPixels = 0; + node->link.init(); + + if(level == 0) + this->leaves.append(&node->link); + + return node; +} + +ColorQuant::Node* +ColorQuant::getNode(ColorQuant::Node *root, uint32 addr, int32 level) +{ + if(level == 0) + return root; + + uint32 a = addr & 0xF; + if(root->children[a] == nil){ + root->children[a] = this->createNode(level-1); + root->children[a]->parent = root; + } + + return this->getNode(root->children[a], addr>>4, level-1); +} + +ColorQuant::Node* +ColorQuant::findNode(ColorQuant::Node *root, uint32 addr, int32 level) +{ + if(level == 0) + return root; + + uint32 a = addr & 0xF; + if(root->children[a] == nil) + return root; + + return this->findNode(root->children[a], addr>>4, level-1); +} + +void +ColorQuant::reduceNode(Node *node) +{ + int i; + assert(node->numPixels == 0); + for(i = 0; i < 16; i++) + if(node->children[i]){ + node->r += node->children[i]->r; + node->g += node->children[i]->g; + node->b += node->children[i]->b; + node->a += node->children[i]->a; + node->numPixels += node->children[i]->numPixels; + node->children[i]->destroy(); + node->children[i] = nil; + } + assert(node->link.next == nil); + assert(node->link.prev == nil); + this->leaves.append(&node->link); +} + +void +ColorQuant::Node::addColor(RGBA color) +{ + this->r += color.red; + this->g += color.green; + this->b += color.blue; + this->a += color.alpha; + this->numPixels++; +} + +void +ColorQuant::init(void) +{ + this->leaves.init(); + this->root = this->createNode(QUANTDEPTH); +} + +void +ColorQuant::destroy(void) +{ + this->root->destroy(); +} + +void +ColorQuant::addColor(RGBA color) +{ + uint32 addr = makeTreeAddr(color); + ColorQuant::Node *node = this->getNode(root, addr, QUANTDEPTH); + node->addColor(color); +} + +uint8 +ColorQuant::findColor(RGBA color) +{ + uint32 addr = makeTreeAddr(color); + ColorQuant::Node *node = this->findNode(root, addr, QUANTDEPTH); + return node->numPixels; +} + +void +ColorQuant::addImage(Image *img) +{ + RGBA col; + uint8 rgba[4]; + uint8 *pixels = img->pixels; + for(int y = 0; y < img->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < img->width; x++){ + uint8 *p = line; + switch(img->depth){ + case 4: case 8: + conv_RGBA8888_from_RGBA8888(rgba, &img->palette[p[0]*4]); + break; + case 32: + conv_RGBA8888_from_RGBA8888(rgba, p); + break; + case 24: + conv_RGBA8888_from_RGB888(rgba, p); + break; + case 16: + conv_RGBA8888_from_ARGB1555(rgba, p); + break; + default: assert(0 && "invalid depth"); + } + col.red = rgba[0]; + col.green = rgba[1]; + col.blue = rgba[2]; + col.alpha = rgba[3]; + this->addColor(col); + line += img->bpp; + } + pixels += img->stride; + } +} + +void +ColorQuant::makePalette(int32 numColors, RGBA *colors) +{ + while(this->leaves.count() > numColors){ + Node *n = LLLinkGetData(this->leaves.link.next, Node, link); + this->reduceNode(n->parent); + } + + int i = 0; + FORLIST(lnk, this->leaves){ + Node *n = LLLinkGetData(lnk, Node, link); + n->r /= n->numPixels; + n->g /= n->numPixels; + n->b /= n->numPixels; + n->a /= n->numPixels; + colors[i].red = n->r; + colors[i].green = n->g; + colors[i].blue = n->b; + colors[i].alpha = n->a; + n->numPixels = i++; + } +} + +void +ColorQuant::matchImage(uint8 *dstPixels, uint32 dstStride, Image *img) +{ + RGBA col; + uint8 rgba[4]; + uint8 *pixels = img->pixels; + for(int y = 0; y < img->height; y++){ + uint8 *line = pixels; + uint8 *dline = dstPixels; + for(int x = 0; x < img->width; x++){ + uint8 *p = line; + uint8 *d = dline; + switch(img->depth){ + case 4: case 8: + conv_RGBA8888_from_RGBA8888(rgba, &img->palette[p[0]*4]); + break; + case 32: + conv_RGBA8888_from_RGBA8888(rgba, p); + break; + case 24: + conv_RGBA8888_from_RGB888(rgba, p); + break; + case 16: + conv_RGBA8888_from_ARGB1555(rgba, p); + break; + default: assert(0 && "invalid depth"); + } + + col.red = rgba[0]; + col.green = rgba[1]; + col.blue = rgba[2]; + col.alpha = rgba[3]; + *d = this->findColor(col); + + line += img->bpp; + dline++; + } + pixels += img->stride; + dstPixels += dstStride; + } +} + + + +} diff --git a/src/light.cpp b/src/light.cpp new file mode 100644 index 0000000..ca68cda --- /dev/null +++ b/src/light.cpp @@ -0,0 +1,163 @@ +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID ID_LIGHT + +namespace rw { + +int32 Light::numAllocated; + +PluginList Light::s_plglist(sizeof(Light)); + +static void +lightSync(ObjectWithFrame*) +{ +} + +static void +worldLightSync(ObjectWithFrame *obj) +{ + Light *light = (Light*)obj; + light->originalSync(obj); +} + +Light* +Light::create(int32 type) +{ + Light *light = (Light*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_LIGHT); + if(light == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + light->object.object.init(Light::ID, type); + light->object.syncCB = lightSync; + light->radius = 0.0f; + light->color.red = 1.0f; + light->color.green = 1.0f; + light->color.blue = 1.0f; + light->color.alpha = 1.0f; + light->minusCosAngle = 1.0f; + light->object.object.privateFlags = 1; + light->object.object.flags = LIGHTATOMICS | LIGHTWORLD; + light->inWorld.init(); + + // clump extension + light->clump = nil; + light->inClump.init(); + + // world extension + light->world = nil; + light->originalSync = light->object.syncCB; + light->object.syncCB = worldLightSync; + + s_plglist.construct(light); + return light; +} + +void +Light::destroy(void) +{ + s_plglist.destruct(this); + assert(this->clump == nil); + assert(this->world == nil); + this->setFrame(nil); + rwFree(this); + numAllocated--; +} + +void +Light::setAngle(float32 angle) +{ + this->minusCosAngle = -cosf(angle); +} + +float32 +Light::getAngle(void) +{ + return acosf(-this->minusCosAngle); +} + +void +Light::setColor(float32 r, float32 g, float32 b) +{ + this->color.red = r; + this->color.green = g; + this->color.blue = b; + this->object.object.privateFlags = r == g && r == b; +} + +struct LightChunkData +{ + float32 radius; + float32 red, green, blue; + float32 minusCosAngle; + uint32 type_flags; +}; + +Light* +Light::streamRead(Stream *stream) +{ + uint32 version; + LightChunkData buf; + + if(!findChunk(stream, ID_STRUCT, nil, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + stream->read32(&buf, sizeof(LightChunkData)); + Light *light = Light::create(buf.type_flags>>16); + if(light == nil) + return nil; + light->radius = buf.radius; + light->setColor(buf.red, buf.green, buf.blue); + float32 a = buf.minusCosAngle; + if(version >= 0x30300) + light->minusCosAngle = a; + else + // tan -> -cos + light->minusCosAngle = -1.0f/sqrtf(a*a+1.0f); + light->object.object.flags = (uint8)buf.type_flags; + if(s_plglist.streamRead(stream, light)) + return light; + light->destroy(); + return nil; +} + +bool +Light::streamWrite(Stream *stream) +{ + LightChunkData buf; + writeChunkHeader(stream, ID_LIGHT, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, sizeof(LightChunkData)); + buf.radius = this->radius; + buf.red = this->color.red; + buf.green = this->color.green; + buf.blue = this->color.blue; + if(version >= 0x30300) + buf.minusCosAngle = this->minusCosAngle; + else + buf.minusCosAngle = tanf(acosf(-this->minusCosAngle)); + buf.type_flags = (uint32)this->object.object.flags | + (uint32)this->object.object.subType << 16; + stream->write32(&buf, sizeof(LightChunkData)); + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Light::streamGetSize(void) +{ + return 12 + sizeof(LightChunkData) + 12 + s_plglist.streamGetSize(this); +} + +} diff --git a/src/lodepng/lodepng.cpp b/src/lodepng/lodepng.cpp new file mode 100644 index 0000000..ee8cf33 --- /dev/null +++ b/src/lodepng/lodepng.cpp @@ -0,0 +1,6410 @@ +/* +LodePNG version 20200306 + +Copyright (c) 2005-2020 Lode Vandevenne + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ + +/* +The manual and changelog are in the header file "lodepng.h" +Rename this file to lodepng.cpp to use it for C++, or to lodepng.c to use it for C. +*/ + +#include "lodepng.h" + +#ifdef LODEPNG_COMPILE_DISK +#include /* LONG_MAX */ +#include /* file handling */ +#endif /* LODEPNG_COMPILE_DISK */ + +#ifdef LODEPNG_COMPILE_ALLOCATORS +#include /* allocations */ +#endif /* LODEPNG_COMPILE_ALLOCATORS */ + +#if defined(_MSC_VER) && (_MSC_VER >= 1310) /*Visual Studio: A few warning types are not desired here.*/ +#pragma warning( disable : 4244 ) /*implicit conversions: not warned by gcc -Wall -Wextra and requires too much casts*/ +#pragma warning( disable : 4996 ) /*VS does not like fopen, but fopen_s is not standard C so unusable here*/ +#endif /*_MSC_VER */ + +const char* LODEPNG_VERSION_STRING = "20200306"; + +/* +This source file is built up in the following large parts. The code sections +with the "LODEPNG_COMPILE_" #defines divide this up further in an intermixed way. +-Tools for C and common code for PNG and Zlib +-C Code for Zlib (huffman, deflate, ...) +-C Code for PNG (file format chunks, adam7, PNG filters, color conversions, ...) +-The C++ wrapper around all of the above +*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* // Tools for C, and common code for PNG and Zlib. // */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ + +/*The malloc, realloc and free functions defined here with "lodepng_" in front +of the name, so that you can easily change them to others related to your +platform if needed. Everything else in the code calls these. Pass +-DLODEPNG_NO_COMPILE_ALLOCATORS to the compiler, or comment out +#define LODEPNG_COMPILE_ALLOCATORS in the header, to disable the ones here and +define them in your own project's source files without needing to change +lodepng source code. Don't forget to remove "static" if you copypaste them +from here.*/ + +#ifdef LODEPNG_COMPILE_ALLOCATORS +static void* lodepng_malloc(size_t size) { +#ifdef LODEPNG_MAX_ALLOC + if(size > LODEPNG_MAX_ALLOC) return 0; +#endif + return malloc(size); +} + +/* NOTE: when realloc returns NULL, it leaves the original memory untouched */ +static void* lodepng_realloc(void* ptr, size_t new_size) { +#ifdef LODEPNG_MAX_ALLOC + if(new_size > LODEPNG_MAX_ALLOC) return 0; +#endif + return realloc(ptr, new_size); +} + +static void lodepng_free(void* ptr) { + free(ptr); +} +#else /*LODEPNG_COMPILE_ALLOCATORS*/ +/* TODO: support giving additional void* payload to the custom allocators */ +void* lodepng_malloc(size_t size); +void* lodepng_realloc(void* ptr, size_t new_size); +void lodepng_free(void* ptr); +#endif /*LODEPNG_COMPILE_ALLOCATORS*/ + +/* convince the compiler to inline a function, for use when this measurably improves performance */ +/* inline is not available in C90, but use it when supported by the compiler */ +#if (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) || (defined(__cplusplus) && (__cplusplus >= 199711L)) +#define LODEPNG_INLINE inline +#else +#define LODEPNG_INLINE /* not available */ +#endif + +/* restrict is not available in C90, but use it when supported by the compiler */ +#if (defined(__GNUC__) && (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 1))) ||\ + (defined(_MSC_VER) && (_MSC_VER >= 1400)) || \ + (defined(__WATCOMC__) && (__WATCOMC__ >= 1250) && !defined(__cplusplus)) +#define LODEPNG_RESTRICT __restrict +#else +#define LODEPNG_RESTRICT /* not available */ +#endif + +/* Replacements for C library functions such as memcpy and strlen, to support platforms +where a full C library is not available. The compiler can recognize them and compile +to something as fast. */ + +static void lodepng_memcpy(void* LODEPNG_RESTRICT dst, + const void* LODEPNG_RESTRICT src, size_t size) { + size_t i; + for(i = 0; i < size; i++) ((char*)dst)[i] = ((const char*)src)[i]; +} + +static void lodepng_memset(void* LODEPNG_RESTRICT dst, + int value, size_t num) { + size_t i; + for(i = 0; i < num; i++) ((char*)dst)[i] = (char)value; +} + +/* does not check memory out of bounds, do not use on untrusted data */ +static size_t lodepng_strlen(const char* a) { + const char* orig = a; + /* avoid warning about unused function in case of disabled COMPILE... macros */ + (void)(&lodepng_strlen); + while(*a) a++; + return (size_t)(a - orig); +} + +#define LODEPNG_MAX(a, b) (((a) > (b)) ? (a) : (b)) +#define LODEPNG_MIN(a, b) (((a) < (b)) ? (a) : (b)) +#define LODEPNG_ABS(x) ((x) < 0 ? -(x) : (x)) + +#if defined(LODEPNG_COMPILE_PNG) || defined(LODEPNG_COMPILE_DECODER) +/* Safely check if adding two integers will overflow (no undefined +behavior, compiler removing the code, etc...) and output result. */ +static int lodepng_addofl(size_t a, size_t b, size_t* result) { + *result = a + b; /* Unsigned addition is well defined and safe in C90 */ + return *result < a; +} +#endif /*defined(LODEPNG_COMPILE_PNG) || defined(LODEPNG_COMPILE_DECODER)*/ + +#ifdef LODEPNG_COMPILE_DECODER +/* Safely check if multiplying two integers will overflow (no undefined +behavior, compiler removing the code, etc...) and output result. */ +static int lodepng_mulofl(size_t a, size_t b, size_t* result) { + *result = a * b; /* Unsigned multiplication is well defined and safe in C90 */ + return (a != 0 && *result / a != b); +} + +#ifdef LODEPNG_COMPILE_ZLIB +/* Safely check if a + b > c, even if overflow could happen. */ +static int lodepng_gtofl(size_t a, size_t b, size_t c) { + size_t d; + if(lodepng_addofl(a, b, &d)) return 1; + return d > c; +} +#endif /*LODEPNG_COMPILE_ZLIB*/ +#endif /*LODEPNG_COMPILE_DECODER*/ + + +/* +Often in case of an error a value is assigned to a variable and then it breaks +out of a loop (to go to the cleanup phase of a function). This macro does that. +It makes the error handling code shorter and more readable. + +Example: if(!uivector_resize(&lz77_encoded, datasize)) ERROR_BREAK(83); +*/ +#define CERROR_BREAK(errorvar, code){\ + errorvar = code;\ + break;\ +} + +/*version of CERROR_BREAK that assumes the common case where the error variable is named "error"*/ +#define ERROR_BREAK(code) CERROR_BREAK(error, code) + +/*Set error var to the error code, and return it.*/ +#define CERROR_RETURN_ERROR(errorvar, code){\ + errorvar = code;\ + return code;\ +} + +/*Try the code, if it returns error, also return the error.*/ +#define CERROR_TRY_RETURN(call){\ + unsigned error = call;\ + if(error) return error;\ +} + +/*Set error var to the error code, and return from the void function.*/ +#define CERROR_RETURN(errorvar, code){\ + errorvar = code;\ + return;\ +} + +/* +About uivector, ucvector and string: +-All of them wrap dynamic arrays or text strings in a similar way. +-LodePNG was originally written in C++. The vectors replace the std::vectors that were used in the C++ version. +-The string tools are made to avoid problems with compilers that declare things like strncat as deprecated. +-They're not used in the interface, only internally in this file as static functions. +-As with many other structs in this file, the init and cleanup functions serve as ctor and dtor. +*/ + +#ifdef LODEPNG_COMPILE_ZLIB +#ifdef LODEPNG_COMPILE_ENCODER +/*dynamic vector of unsigned ints*/ +typedef struct uivector { + unsigned* data; + size_t size; /*size in number of unsigned longs*/ + size_t allocsize; /*allocated size in bytes*/ +} uivector; + +static void uivector_cleanup(void* p) { + ((uivector*)p)->size = ((uivector*)p)->allocsize = 0; + lodepng_free(((uivector*)p)->data); + ((uivector*)p)->data = NULL; +} + +/*returns 1 if success, 0 if failure ==> nothing done*/ +static unsigned uivector_resize(uivector* p, size_t size) { + size_t allocsize = size * sizeof(unsigned); + if(allocsize > p->allocsize) { + size_t newsize = allocsize + (p->allocsize >> 1u); + void* data = lodepng_realloc(p->data, newsize); + if(data) { + p->allocsize = newsize; + p->data = (unsigned*)data; + } + else return 0; /*error: not enough memory*/ + } + p->size = size; + return 1; /*success*/ +} + +static void uivector_init(uivector* p) { + p->data = NULL; + p->size = p->allocsize = 0; +} + +/*returns 1 if success, 0 if failure ==> nothing done*/ +static unsigned uivector_push_back(uivector* p, unsigned c) { + if(!uivector_resize(p, p->size + 1)) return 0; + p->data[p->size - 1] = c; + return 1; +} +#endif /*LODEPNG_COMPILE_ENCODER*/ +#endif /*LODEPNG_COMPILE_ZLIB*/ + +/* /////////////////////////////////////////////////////////////////////////// */ + +/*dynamic vector of unsigned chars*/ +typedef struct ucvector { + unsigned char* data; + size_t size; /*used size*/ + size_t allocsize; /*allocated size*/ +} ucvector; + +/*returns 1 if success, 0 if failure ==> nothing done*/ +static unsigned ucvector_resize(ucvector* p, size_t size) { + if(size > p->allocsize) { + size_t newsize = size + (p->allocsize >> 1u); + void* data = lodepng_realloc(p->data, newsize); + if(data) { + p->allocsize = newsize; + p->data = (unsigned char*)data; + } + else return 0; /*error: not enough memory*/ + } + p->size = size; + return 1; /*success*/ +} + +static ucvector ucvector_init(unsigned char* buffer, size_t size) { + ucvector v; + v.data = buffer; + v.allocsize = v.size = size; + return v; +} + +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_PNG +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + +/*free string pointer and set it to NULL*/ +static void string_cleanup(char** out) { + lodepng_free(*out); + *out = NULL; +} + +static char* alloc_string_sized(const char* in, size_t insize) { + char* out = (char*)lodepng_malloc(insize + 1); + if(out) { + lodepng_memcpy(out, in, insize); + out[insize] = 0; + } + return out; +} + +/* dynamically allocates a new string with a copy of the null terminated input text */ +static char* alloc_string(const char* in) { + return alloc_string_sized(in, lodepng_strlen(in)); +} +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +#endif /*LODEPNG_COMPILE_PNG*/ + +/* ////////////////////////////////////////////////////////////////////////// */ + +#if defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_PNG) +static unsigned lodepng_read32bitInt(const unsigned char* buffer) { + return (((unsigned)buffer[0] << 24u) | ((unsigned)buffer[1] << 16u) | + ((unsigned)buffer[2] << 8u) | (unsigned)buffer[3]); +} +#endif /*defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_PNG)*/ + +#if defined(LODEPNG_COMPILE_PNG) || defined(LODEPNG_COMPILE_ENCODER) +/*buffer must have at least 4 allocated bytes available*/ +static void lodepng_set32bitInt(unsigned char* buffer, unsigned value) { + buffer[0] = (unsigned char)((value >> 24) & 0xff); + buffer[1] = (unsigned char)((value >> 16) & 0xff); + buffer[2] = (unsigned char)((value >> 8) & 0xff); + buffer[3] = (unsigned char)((value ) & 0xff); +} +#endif /*defined(LODEPNG_COMPILE_PNG) || defined(LODEPNG_COMPILE_ENCODER)*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / File IO / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_DISK + +/* returns negative value on error. This should be pure C compatible, so no fstat. */ +static long lodepng_filesize(const char* filename) { + FILE* file; + long size; + file = fopen(filename, "rb"); + if(!file) return -1; + + if(fseek(file, 0, SEEK_END) != 0) { + fclose(file); + return -1; + } + + size = ftell(file); + /* It may give LONG_MAX as directory size, this is invalid for us. */ + if(size == LONG_MAX) size = -1; + + fclose(file); + return size; +} + +/* load file into buffer that already has the correct allocated size. Returns error code.*/ +static unsigned lodepng_buffer_file(unsigned char* out, size_t size, const char* filename) { + FILE* file; + size_t readsize; + file = fopen(filename, "rb"); + if(!file) return 78; + + readsize = fread(out, 1, size, file); + fclose(file); + + if(readsize != size) return 78; + return 0; +} + +unsigned lodepng_load_file(unsigned char** out, size_t* outsize, const char* filename) { + long size = lodepng_filesize(filename); + if(size < 0) return 78; + *outsize = (size_t)size; + + *out = (unsigned char*)lodepng_malloc((size_t)size); + if(!(*out) && size > 0) return 83; /*the above malloc failed*/ + + return lodepng_buffer_file(*out, (size_t)size, filename); +} + +/*write given buffer to the file, overwriting the file, it doesn't append to it.*/ +unsigned lodepng_save_file(const unsigned char* buffer, size_t buffersize, const char* filename) { + FILE* file; + file = fopen(filename, "wb" ); + if(!file) return 79; + fwrite(buffer, 1, buffersize, file); + fclose(file); + return 0; +} + +#endif /*LODEPNG_COMPILE_DISK*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* // End of common code and tools. Begin of Zlib related code. // */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_ZLIB +#ifdef LODEPNG_COMPILE_ENCODER + +typedef struct { + ucvector* data; + unsigned char bp; /*ok to overflow, indicates bit pos inside byte*/ +} LodePNGBitWriter; + +static void LodePNGBitWriter_init(LodePNGBitWriter* writer, ucvector* data) { + writer->data = data; + writer->bp = 0; +} + +/*TODO: this ignores potential out of memory errors*/ +#define WRITEBIT(writer, bit){\ + /* append new byte */\ + if(((writer->bp) & 7u) == 0) {\ + if(!ucvector_resize(writer->data, writer->data->size + 1)) return;\ + writer->data->data[writer->data->size - 1] = 0;\ + }\ + (writer->data->data[writer->data->size - 1]) |= (bit << ((writer->bp) & 7u));\ + ++writer->bp;\ +} + +/* LSB of value is written first, and LSB of bytes is used first */ +static void writeBits(LodePNGBitWriter* writer, unsigned value, size_t nbits) { + if(nbits == 1) { /* compiler should statically compile this case if nbits == 1 */ + WRITEBIT(writer, value); + } else { + /* TODO: increase output size only once here rather than in each WRITEBIT */ + size_t i; + for(i = 0; i != nbits; ++i) { + WRITEBIT(writer, (unsigned char)((value >> i) & 1)); + } + } +} + +/* This one is to use for adding huffman symbol, the value bits are written MSB first */ +static void writeBitsReversed(LodePNGBitWriter* writer, unsigned value, size_t nbits) { + size_t i; + for(i = 0; i != nbits; ++i) { + /* TODO: increase output size only once here rather than in each WRITEBIT */ + WRITEBIT(writer, (unsigned char)((value >> (nbits - 1u - i)) & 1u)); + } +} +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#ifdef LODEPNG_COMPILE_DECODER + +typedef struct { + const unsigned char* data; + size_t size; /*size of data in bytes*/ + size_t bitsize; /*size of data in bits, end of valid bp values, should be 8*size*/ + size_t bp; + unsigned buffer; /*buffer for reading bits. NOTE: 'unsigned' must support at least 32 bits*/ +} LodePNGBitReader; + +/* data size argument is in bytes. Returns error if size too large causing overflow */ +static unsigned LodePNGBitReader_init(LodePNGBitReader* reader, const unsigned char* data, size_t size) { + size_t temp; + reader->data = data; + reader->size = size; + /* size in bits, return error if overflow (if size_t is 32 bit this supports up to 500MB) */ + if(lodepng_mulofl(size, 8u, &reader->bitsize)) return 105; + /*ensure incremented bp can be compared to bitsize without overflow even when it would be incremented 32 too much and + trying to ensure 32 more bits*/ + if(lodepng_addofl(reader->bitsize, 64u, &temp)) return 105; + reader->bp = 0; + reader->buffer = 0; + return 0; /*ok*/ +} + +/* +ensureBits functions: +Ensures the reader can at least read nbits bits in one or more readBits calls, +safely even if not enough bits are available. +Returns 1 if there are enough bits available, 0 if not. +*/ + +/*See ensureBits documentation above. This one ensures exactly 1 bit */ +/*static unsigned ensureBits1(LodePNGBitReader* reader) { + if(reader->bp >= reader->bitsize) return 0; + reader->buffer = (unsigned)reader->data[reader->bp >> 3u] >> (reader->bp & 7u); + return 1; +}*/ + +/*See ensureBits documentation above. This one ensures up to 9 bits */ +static unsigned ensureBits9(LodePNGBitReader* reader, size_t nbits) { + size_t start = reader->bp >> 3u; + size_t size = reader->size; + if(start + 1u < size) { + reader->buffer = (unsigned)reader->data[start + 0] | ((unsigned)reader->data[start + 1] << 8u); + reader->buffer >>= (reader->bp & 7u); + return 1; + } else { + reader->buffer = 0; + if(start + 0u < size) reader->buffer |= reader->data[start + 0]; + reader->buffer >>= (reader->bp & 7u); + return reader->bp + nbits <= reader->bitsize; + } +} + +/*See ensureBits documentation above. This one ensures up to 17 bits */ +static unsigned ensureBits17(LodePNGBitReader* reader, size_t nbits) { + size_t start = reader->bp >> 3u; + size_t size = reader->size; + if(start + 2u < size) { + reader->buffer = (unsigned)reader->data[start + 0] | ((unsigned)reader->data[start + 1] << 8u) | + ((unsigned)reader->data[start + 2] << 16u); + reader->buffer >>= (reader->bp & 7u); + return 1; + } else { + reader->buffer = 0; + if(start + 0u < size) reader->buffer |= reader->data[start + 0]; + if(start + 1u < size) reader->buffer |= ((unsigned)reader->data[start + 1] << 8u); + reader->buffer >>= (reader->bp & 7u); + return reader->bp + nbits <= reader->bitsize; + } +} + +/*See ensureBits documentation above. This one ensures up to 25 bits */ +static LODEPNG_INLINE unsigned ensureBits25(LodePNGBitReader* reader, size_t nbits) { + size_t start = reader->bp >> 3u; + size_t size = reader->size; + if(start + 3u < size) { + reader->buffer = (unsigned)reader->data[start + 0] | ((unsigned)reader->data[start + 1] << 8u) | + ((unsigned)reader->data[start + 2] << 16u) | ((unsigned)reader->data[start + 3] << 24u); + reader->buffer >>= (reader->bp & 7u); + return 1; + } else { + reader->buffer = 0; + if(start + 0u < size) reader->buffer |= reader->data[start + 0]; + if(start + 1u < size) reader->buffer |= ((unsigned)reader->data[start + 1] << 8u); + if(start + 2u < size) reader->buffer |= ((unsigned)reader->data[start + 2] << 16u); + reader->buffer >>= (reader->bp & 7u); + return reader->bp + nbits <= reader->bitsize; + } +} + +/*See ensureBits documentation above. This one ensures up to 32 bits */ +static LODEPNG_INLINE unsigned ensureBits32(LodePNGBitReader* reader, size_t nbits) { + size_t start = reader->bp >> 3u; + size_t size = reader->size; + if(start + 4u < size) { + reader->buffer = (unsigned)reader->data[start + 0] | ((unsigned)reader->data[start + 1] << 8u) | + ((unsigned)reader->data[start + 2] << 16u) | ((unsigned)reader->data[start + 3] << 24u); + reader->buffer >>= (reader->bp & 7u); + reader->buffer |= (((unsigned)reader->data[start + 4] << 24u) << (8u - (reader->bp & 7u))); + return 1; + } else { + reader->buffer = 0; + if(start + 0u < size) reader->buffer |= reader->data[start + 0]; + if(start + 1u < size) reader->buffer |= ((unsigned)reader->data[start + 1] << 8u); + if(start + 2u < size) reader->buffer |= ((unsigned)reader->data[start + 2] << 16u); + if(start + 3u < size) reader->buffer |= ((unsigned)reader->data[start + 3] << 24u); + reader->buffer >>= (reader->bp & 7u); + return reader->bp + nbits <= reader->bitsize; + } +} + +/* Get bits without advancing the bit pointer. Must have enough bits available with ensureBits. Max nbits is 31. */ +static unsigned peekBits(LodePNGBitReader* reader, size_t nbits) { + /* The shift allows nbits to be only up to 31. */ + return reader->buffer & ((1u << nbits) - 1u); +} + +/* Must have enough bits available with ensureBits */ +static void advanceBits(LodePNGBitReader* reader, size_t nbits) { + reader->buffer >>= nbits; + reader->bp += nbits; +} + +/* Must have enough bits available with ensureBits */ +static unsigned readBits(LodePNGBitReader* reader, size_t nbits) { + unsigned result = peekBits(reader, nbits); + advanceBits(reader, nbits); + return result; +} + +/* Public for testing only. steps and result must have numsteps values. */ +unsigned lode_png_test_bitreader(const unsigned char* data, size_t size, + size_t numsteps, const size_t* steps, unsigned* result) { + size_t i; + LodePNGBitReader reader; + unsigned error = LodePNGBitReader_init(&reader, data, size); + if(error) return 0; + for(i = 0; i < numsteps; i++) { + size_t step = steps[i]; + unsigned ok; + if(step > 25) ok = ensureBits32(&reader, step); + else if(step > 17) ok = ensureBits25(&reader, step); + else if(step > 9) ok = ensureBits17(&reader, step); + else ok = ensureBits9(&reader, step); + if(!ok) return 0; + result[i] = readBits(&reader, step); + } + return 1; +} +#endif /*LODEPNG_COMPILE_DECODER*/ + +static unsigned reverseBits(unsigned bits, unsigned num) { + /*TODO: implement faster lookup table based version when needed*/ + unsigned i, result = 0; + for(i = 0; i < num; i++) result |= ((bits >> (num - i - 1u)) & 1u) << i; + return result; +} + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Deflate - Huffman / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#define FIRST_LENGTH_CODE_INDEX 257 +#define LAST_LENGTH_CODE_INDEX 285 +/*256 literals, the end code, some length codes, and 2 unused codes*/ +#define NUM_DEFLATE_CODE_SYMBOLS 288 +/*the distance codes have their own symbols, 30 used, 2 unused*/ +#define NUM_DISTANCE_SYMBOLS 32 +/*the code length codes. 0-15: code lengths, 16: copy previous 3-6 times, 17: 3-10 zeros, 18: 11-138 zeros*/ +#define NUM_CODE_LENGTH_CODES 19 + +/*the base lengths represented by codes 257-285*/ +static const unsigned LENGTHBASE[29] + = {3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31, 35, 43, 51, 59, + 67, 83, 99, 115, 131, 163, 195, 227, 258}; + +/*the extra bits used by codes 257-285 (added to base length)*/ +static const unsigned LENGTHEXTRA[29] + = {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, + 4, 4, 4, 4, 5, 5, 5, 5, 0}; + +/*the base backwards distances (the bits of distance codes appear after length codes and use their own huffman tree)*/ +static const unsigned DISTANCEBASE[30] + = {1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193, 257, 385, 513, + 769, 1025, 1537, 2049, 3073, 4097, 6145, 8193, 12289, 16385, 24577}; + +/*the extra bits of backwards distances (added to base)*/ +static const unsigned DISTANCEEXTRA[30] + = {0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, + 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13}; + +/*the order in which "code length alphabet code lengths" are stored as specified by deflate, out of this the huffman +tree of the dynamic huffman tree lengths is generated*/ +static const unsigned CLCL_ORDER[NUM_CODE_LENGTH_CODES] + = {16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15}; + +/* ////////////////////////////////////////////////////////////////////////// */ + +/* +Huffman tree struct, containing multiple representations of the tree +*/ +typedef struct HuffmanTree { + unsigned* codes; /*the huffman codes (bit patterns representing the symbols)*/ + unsigned* lengths; /*the lengths of the huffman codes*/ + unsigned maxbitlen; /*maximum number of bits a single code can get*/ + unsigned numcodes; /*number of symbols in the alphabet = number of codes*/ + /* for reading only */ + unsigned char* table_len; /*length of symbol from lookup table, or max length if secondary lookup needed*/ + unsigned short* table_value; /*value of symbol from lookup table, or pointer to secondary table if needed*/ +} HuffmanTree; + +static void HuffmanTree_init(HuffmanTree* tree) { + tree->codes = 0; + tree->lengths = 0; + tree->table_len = 0; + tree->table_value = 0; +} + +static void HuffmanTree_cleanup(HuffmanTree* tree) { + lodepng_free(tree->codes); + lodepng_free(tree->lengths); + lodepng_free(tree->table_len); + lodepng_free(tree->table_value); +} + +/* amount of bits for first huffman table lookup (aka root bits), see HuffmanTree_makeTable and huffmanDecodeSymbol.*/ +/* values 8u and 9u work the fastest */ +#define FIRSTBITS 9u + +/* a symbol value too big to represent any valid symbol, to indicate reading disallowed huffman bits combination, +which is possible in case of only 0 or 1 present symbols. */ +#define INVALIDSYMBOL 65535u + +/* make table for huffman decoding */ +static unsigned HuffmanTree_makeTable(HuffmanTree* tree) { + static const unsigned headsize = 1u << FIRSTBITS; /*size of the first table*/ + static const unsigned mask = (1u << FIRSTBITS) /*headsize*/ - 1u; + size_t i, numpresent, pointer, size; /*total table size*/ + unsigned* maxlens = (unsigned*)lodepng_malloc(headsize * sizeof(unsigned)); + if(!maxlens) return 83; /*alloc fail*/ + + /* compute maxlens: max total bit length of symbols sharing prefix in the first table*/ + lodepng_memset(maxlens, 0, headsize * sizeof(*maxlens)); + for(i = 0; i < tree->numcodes; i++) { + unsigned symbol = tree->codes[i]; + unsigned l = tree->lengths[i]; + unsigned index; + if(l <= FIRSTBITS) continue; /*symbols that fit in first table don't increase secondary table size*/ + /*get the FIRSTBITS MSBs, the MSBs of the symbol are encoded first. See later comment about the reversing*/ + index = reverseBits(symbol >> (l - FIRSTBITS), FIRSTBITS); + maxlens[index] = LODEPNG_MAX(maxlens[index], l); + } + /* compute total table size: size of first table plus all secondary tables for symbols longer than FIRSTBITS */ + size = headsize; + for(i = 0; i < headsize; ++i) { + unsigned l = maxlens[i]; + if(l > FIRSTBITS) size += (1u << (l - FIRSTBITS)); + } + tree->table_len = (unsigned char*)lodepng_malloc(size * sizeof(*tree->table_len)); + tree->table_value = (unsigned short*)lodepng_malloc(size * sizeof(*tree->table_value)); + if(!tree->table_len || !tree->table_value) { + lodepng_free(maxlens); + /* freeing tree->table values is done at a higher scope */ + return 83; /*alloc fail*/ + } + /*initialize with an invalid length to indicate unused entries*/ + for(i = 0; i < size; ++i) tree->table_len[i] = 16; + + /*fill in the first table for long symbols: max prefix size and pointer to secondary tables*/ + pointer = headsize; + for(i = 0; i < headsize; ++i) { + unsigned l = maxlens[i]; + if(l <= FIRSTBITS) continue; + tree->table_len[i] = l; + tree->table_value[i] = pointer; + pointer += (1u << (l - FIRSTBITS)); + } + lodepng_free(maxlens); + + /*fill in the first table for short symbols, or secondary table for long symbols*/ + numpresent = 0; + for(i = 0; i < tree->numcodes; ++i) { + unsigned l = tree->lengths[i]; + unsigned symbol = tree->codes[i]; /*the huffman bit pattern. i itself is the value.*/ + /*reverse bits, because the huffman bits are given in MSB first order but the bit reader reads LSB first*/ + unsigned reverse = reverseBits(symbol, l); + if(l == 0) continue; + numpresent++; + + if(l <= FIRSTBITS) { + /*short symbol, fully in first table, replicated num times if l < FIRSTBITS*/ + unsigned num = 1u << (FIRSTBITS - l); + unsigned j; + for(j = 0; j < num; ++j) { + /*bit reader will read the l bits of symbol first, the remaining FIRSTBITS - l bits go to the MSB's*/ + unsigned index = reverse | (j << l); + if(tree->table_len[index] != 16) return 55; /*invalid tree: long symbol shares prefix with short symbol*/ + tree->table_len[index] = l; + tree->table_value[index] = i; + } + } else { + /*long symbol, shares prefix with other long symbols in first lookup table, needs second lookup*/ + /*the FIRSTBITS MSBs of the symbol are the first table index*/ + unsigned index = reverse & mask; + unsigned maxlen = tree->table_len[index]; + /*log2 of secondary table length, should be >= l - FIRSTBITS*/ + unsigned tablelen = maxlen - FIRSTBITS; + unsigned start = tree->table_value[index]; /*starting index in secondary table*/ + unsigned num = 1u << (tablelen - (l - FIRSTBITS)); /*amount of entries of this symbol in secondary table*/ + unsigned j; + if(maxlen < l) return 55; /*invalid tree: long symbol shares prefix with short symbol*/ + for(j = 0; j < num; ++j) { + unsigned reverse2 = reverse >> FIRSTBITS; /* l - FIRSTBITS bits */ + unsigned index2 = start + (reverse2 | (j << (l - FIRSTBITS))); + tree->table_len[index2] = l; + tree->table_value[index2] = i; + } + } + } + + if(numpresent < 2) { + /* In case of exactly 1 symbol, in theory the huffman symbol needs 0 bits, + but deflate uses 1 bit instead. In case of 0 symbols, no symbols can + appear at all, but such huffman tree could still exist (e.g. if distance + codes are never used). In both cases, not all symbols of the table will be + filled in. Fill them in with an invalid symbol value so returning them from + huffmanDecodeSymbol will cause error. */ + for(i = 0; i < size; ++i) { + if(tree->table_len[i] == 16) { + /* As length, use a value smaller than FIRSTBITS for the head table, + and a value larger than FIRSTBITS for the secondary table, to ensure + valid behavior for advanceBits when reading this symbol. */ + tree->table_len[i] = (i < headsize) ? 1 : (FIRSTBITS + 1); + tree->table_value[i] = INVALIDSYMBOL; + } + } + } else { + /* A good huffman tree has N * 2 - 1 nodes, of which N - 1 are internal nodes. + If that is not the case (due to too long length codes), the table will not + have been fully used, and this is an error (not all bit combinations can be + decoded): an oversubscribed huffman tree, indicated by error 55. */ + for(i = 0; i < size; ++i) { + if(tree->table_len[i] == 16) return 55; + } + } + + return 0; +} + +/* +Second step for the ...makeFromLengths and ...makeFromFrequencies functions. +numcodes, lengths and maxbitlen must already be filled in correctly. return +value is error. +*/ +static unsigned HuffmanTree_makeFromLengths2(HuffmanTree* tree) { + unsigned* blcount; + unsigned* nextcode; + unsigned error = 0; + unsigned bits, n; + + tree->codes = (unsigned*)lodepng_malloc(tree->numcodes * sizeof(unsigned)); + blcount = (unsigned*)lodepng_malloc((tree->maxbitlen + 1) * sizeof(unsigned)); + nextcode = (unsigned*)lodepng_malloc((tree->maxbitlen + 1) * sizeof(unsigned)); + if(!tree->codes || !blcount || !nextcode) error = 83; /*alloc fail*/ + + if(!error) { + for(n = 0; n != tree->maxbitlen + 1; n++) blcount[n] = nextcode[n] = 0; + /*step 1: count number of instances of each code length*/ + for(bits = 0; bits != tree->numcodes; ++bits) ++blcount[tree->lengths[bits]]; + /*step 2: generate the nextcode values*/ + for(bits = 1; bits <= tree->maxbitlen; ++bits) { + nextcode[bits] = (nextcode[bits - 1] + blcount[bits - 1]) << 1u; + } + /*step 3: generate all the codes*/ + for(n = 0; n != tree->numcodes; ++n) { + if(tree->lengths[n] != 0) { + tree->codes[n] = nextcode[tree->lengths[n]]++; + /*remove superfluous bits from the code*/ + tree->codes[n] &= ((1u << tree->lengths[n]) - 1u); + } + } + } + + lodepng_free(blcount); + lodepng_free(nextcode); + + if(!error) error = HuffmanTree_makeTable(tree); + return error; +} + +/* +given the code lengths (as stored in the PNG file), generate the tree as defined +by Deflate. maxbitlen is the maximum bits that a code in the tree can have. +return value is error. +*/ +static unsigned HuffmanTree_makeFromLengths(HuffmanTree* tree, const unsigned* bitlen, + size_t numcodes, unsigned maxbitlen) { + unsigned i; + tree->lengths = (unsigned*)lodepng_malloc(numcodes * sizeof(unsigned)); + if(!tree->lengths) return 83; /*alloc fail*/ + for(i = 0; i != numcodes; ++i) tree->lengths[i] = bitlen[i]; + tree->numcodes = (unsigned)numcodes; /*number of symbols*/ + tree->maxbitlen = maxbitlen; + return HuffmanTree_makeFromLengths2(tree); +} + +#ifdef LODEPNG_COMPILE_ENCODER + +/*BPM: Boundary Package Merge, see "A Fast and Space-Economical Algorithm for Length-Limited Coding", +Jyrki Katajainen, Alistair Moffat, Andrew Turpin, 1995.*/ + +/*chain node for boundary package merge*/ +typedef struct BPMNode { + int weight; /*the sum of all weights in this chain*/ + unsigned index; /*index of this leaf node (called "count" in the paper)*/ + struct BPMNode* tail; /*the next nodes in this chain (null if last)*/ + int in_use; +} BPMNode; + +/*lists of chains*/ +typedef struct BPMLists { + /*memory pool*/ + unsigned memsize; + BPMNode* memory; + unsigned numfree; + unsigned nextfree; + BPMNode** freelist; + /*two heads of lookahead chains per list*/ + unsigned listsize; + BPMNode** chains0; + BPMNode** chains1; +} BPMLists; + +/*creates a new chain node with the given parameters, from the memory in the lists */ +static BPMNode* bpmnode_create(BPMLists* lists, int weight, unsigned index, BPMNode* tail) { + unsigned i; + BPMNode* result; + + /*memory full, so garbage collect*/ + if(lists->nextfree >= lists->numfree) { + /*mark only those that are in use*/ + for(i = 0; i != lists->memsize; ++i) lists->memory[i].in_use = 0; + for(i = 0; i != lists->listsize; ++i) { + BPMNode* node; + for(node = lists->chains0[i]; node != 0; node = node->tail) node->in_use = 1; + for(node = lists->chains1[i]; node != 0; node = node->tail) node->in_use = 1; + } + /*collect those that are free*/ + lists->numfree = 0; + for(i = 0; i != lists->memsize; ++i) { + if(!lists->memory[i].in_use) lists->freelist[lists->numfree++] = &lists->memory[i]; + } + lists->nextfree = 0; + } + + result = lists->freelist[lists->nextfree++]; + result->weight = weight; + result->index = index; + result->tail = tail; + return result; +} + +/*sort the leaves with stable mergesort*/ +static void bpmnode_sort(BPMNode* leaves, size_t num) { + BPMNode* mem = (BPMNode*)lodepng_malloc(sizeof(*leaves) * num); + size_t width, counter = 0; + for(width = 1; width < num; width *= 2) { + BPMNode* a = (counter & 1) ? mem : leaves; + BPMNode* b = (counter & 1) ? leaves : mem; + size_t p; + for(p = 0; p < num; p += 2 * width) { + size_t q = (p + width > num) ? num : (p + width); + size_t r = (p + 2 * width > num) ? num : (p + 2 * width); + size_t i = p, j = q, k; + for(k = p; k < r; k++) { + if(i < q && (j >= r || a[i].weight <= a[j].weight)) b[k] = a[i++]; + else b[k] = a[j++]; + } + } + counter++; + } + if(counter & 1) lodepng_memcpy(leaves, mem, sizeof(*leaves) * num); + lodepng_free(mem); +} + +/*Boundary Package Merge step, numpresent is the amount of leaves, and c is the current chain.*/ +static void boundaryPM(BPMLists* lists, BPMNode* leaves, size_t numpresent, int c, int num) { + unsigned lastindex = lists->chains1[c]->index; + + if(c == 0) { + if(lastindex >= numpresent) return; + lists->chains0[c] = lists->chains1[c]; + lists->chains1[c] = bpmnode_create(lists, leaves[lastindex].weight, lastindex + 1, 0); + } else { + /*sum of the weights of the head nodes of the previous lookahead chains.*/ + int sum = lists->chains0[c - 1]->weight + lists->chains1[c - 1]->weight; + lists->chains0[c] = lists->chains1[c]; + if(lastindex < numpresent && sum > leaves[lastindex].weight) { + lists->chains1[c] = bpmnode_create(lists, leaves[lastindex].weight, lastindex + 1, lists->chains1[c]->tail); + return; + } + lists->chains1[c] = bpmnode_create(lists, sum, lastindex, lists->chains1[c - 1]); + /*in the end we are only interested in the chain of the last list, so no + need to recurse if we're at the last one (this gives measurable speedup)*/ + if(num + 1 < (int)(2 * numpresent - 2)) { + boundaryPM(lists, leaves, numpresent, c - 1, num); + boundaryPM(lists, leaves, numpresent, c - 1, num); + } + } +} + +unsigned lodepng_huffman_code_lengths(unsigned* lengths, const unsigned* frequencies, + size_t numcodes, unsigned maxbitlen) { + unsigned error = 0; + unsigned i; + size_t numpresent = 0; /*number of symbols with non-zero frequency*/ + BPMNode* leaves; /*the symbols, only those with > 0 frequency*/ + + if(numcodes == 0) return 80; /*error: a tree of 0 symbols is not supposed to be made*/ + if((1u << maxbitlen) < (unsigned)numcodes) return 80; /*error: represent all symbols*/ + + leaves = (BPMNode*)lodepng_malloc(numcodes * sizeof(*leaves)); + if(!leaves) return 83; /*alloc fail*/ + + for(i = 0; i != numcodes; ++i) { + if(frequencies[i] > 0) { + leaves[numpresent].weight = (int)frequencies[i]; + leaves[numpresent].index = i; + ++numpresent; + } + } + + lodepng_memset(lengths, 0, numcodes * sizeof(*lengths)); + + /*ensure at least two present symbols. There should be at least one symbol + according to RFC 1951 section 3.2.7. Some decoders incorrectly require two. To + make these work as well ensure there are at least two symbols. The + Package-Merge code below also doesn't work correctly if there's only one + symbol, it'd give it the theoretical 0 bits but in practice zlib wants 1 bit*/ + if(numpresent == 0) { + lengths[0] = lengths[1] = 1; /*note that for RFC 1951 section 3.2.7, only lengths[0] = 1 is needed*/ + } else if(numpresent == 1) { + lengths[leaves[0].index] = 1; + lengths[leaves[0].index == 0 ? 1 : 0] = 1; + } else { + BPMLists lists; + BPMNode* node; + + bpmnode_sort(leaves, numpresent); + + lists.listsize = maxbitlen; + lists.memsize = 2 * maxbitlen * (maxbitlen + 1); + lists.nextfree = 0; + lists.numfree = lists.memsize; + lists.memory = (BPMNode*)lodepng_malloc(lists.memsize * sizeof(*lists.memory)); + lists.freelist = (BPMNode**)lodepng_malloc(lists.memsize * sizeof(BPMNode*)); + lists.chains0 = (BPMNode**)lodepng_malloc(lists.listsize * sizeof(BPMNode*)); + lists.chains1 = (BPMNode**)lodepng_malloc(lists.listsize * sizeof(BPMNode*)); + if(!lists.memory || !lists.freelist || !lists.chains0 || !lists.chains1) error = 83; /*alloc fail*/ + + if(!error) { + for(i = 0; i != lists.memsize; ++i) lists.freelist[i] = &lists.memory[i]; + + bpmnode_create(&lists, leaves[0].weight, 1, 0); + bpmnode_create(&lists, leaves[1].weight, 2, 0); + + for(i = 0; i != lists.listsize; ++i) { + lists.chains0[i] = &lists.memory[0]; + lists.chains1[i] = &lists.memory[1]; + } + + /*each boundaryPM call adds one chain to the last list, and we need 2 * numpresent - 2 chains.*/ + for(i = 2; i != 2 * numpresent - 2; ++i) boundaryPM(&lists, leaves, numpresent, (int)maxbitlen - 1, (int)i); + + for(node = lists.chains1[maxbitlen - 1]; node; node = node->tail) { + for(i = 0; i != node->index; ++i) ++lengths[leaves[i].index]; + } + } + + lodepng_free(lists.memory); + lodepng_free(lists.freelist); + lodepng_free(lists.chains0); + lodepng_free(lists.chains1); + } + + lodepng_free(leaves); + return error; +} + +/*Create the Huffman tree given the symbol frequencies*/ +static unsigned HuffmanTree_makeFromFrequencies(HuffmanTree* tree, const unsigned* frequencies, + size_t mincodes, size_t numcodes, unsigned maxbitlen) { + unsigned error = 0; + while(!frequencies[numcodes - 1] && numcodes > mincodes) --numcodes; /*trim zeroes*/ + tree->lengths = (unsigned*)lodepng_malloc(numcodes * sizeof(unsigned)); + if(!tree->lengths) return 83; /*alloc fail*/ + tree->maxbitlen = maxbitlen; + tree->numcodes = (unsigned)numcodes; /*number of symbols*/ + + error = lodepng_huffman_code_lengths(tree->lengths, frequencies, numcodes, maxbitlen); + if(!error) error = HuffmanTree_makeFromLengths2(tree); + return error; +} +#endif /*LODEPNG_COMPILE_ENCODER*/ + +/*get the literal and length code tree of a deflated block with fixed tree, as per the deflate specification*/ +static unsigned generateFixedLitLenTree(HuffmanTree* tree) { + unsigned i, error = 0; + unsigned* bitlen = (unsigned*)lodepng_malloc(NUM_DEFLATE_CODE_SYMBOLS * sizeof(unsigned)); + if(!bitlen) return 83; /*alloc fail*/ + + /*288 possible codes: 0-255=literals, 256=endcode, 257-285=lengthcodes, 286-287=unused*/ + for(i = 0; i <= 143; ++i) bitlen[i] = 8; + for(i = 144; i <= 255; ++i) bitlen[i] = 9; + for(i = 256; i <= 279; ++i) bitlen[i] = 7; + for(i = 280; i <= 287; ++i) bitlen[i] = 8; + + error = HuffmanTree_makeFromLengths(tree, bitlen, NUM_DEFLATE_CODE_SYMBOLS, 15); + + lodepng_free(bitlen); + return error; +} + +/*get the distance code tree of a deflated block with fixed tree, as specified in the deflate specification*/ +static unsigned generateFixedDistanceTree(HuffmanTree* tree) { + unsigned i, error = 0; + unsigned* bitlen = (unsigned*)lodepng_malloc(NUM_DISTANCE_SYMBOLS * sizeof(unsigned)); + if(!bitlen) return 83; /*alloc fail*/ + + /*there are 32 distance codes, but 30-31 are unused*/ + for(i = 0; i != NUM_DISTANCE_SYMBOLS; ++i) bitlen[i] = 5; + error = HuffmanTree_makeFromLengths(tree, bitlen, NUM_DISTANCE_SYMBOLS, 15); + + lodepng_free(bitlen); + return error; +} + +#ifdef LODEPNG_COMPILE_DECODER + +/* +returns the code. The bit reader must already have been ensured at least 15 bits +*/ +static unsigned huffmanDecodeSymbol(LodePNGBitReader* reader, const HuffmanTree* codetree) { + unsigned short code = peekBits(reader, FIRSTBITS); + unsigned short l = codetree->table_len[code]; + unsigned short value = codetree->table_value[code]; + if(l <= FIRSTBITS) { + advanceBits(reader, l); + return value; + } else { + unsigned index2; + advanceBits(reader, FIRSTBITS); + index2 = value + peekBits(reader, l - FIRSTBITS); + advanceBits(reader, codetree->table_len[index2] - FIRSTBITS); + return codetree->table_value[index2]; + } +} +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_DECODER + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Inflator (Decompressor) / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +/*get the tree of a deflated block with fixed tree, as specified in the deflate specification +Returns error code.*/ +static unsigned getTreeInflateFixed(HuffmanTree* tree_ll, HuffmanTree* tree_d) { + unsigned error = generateFixedLitLenTree(tree_ll); + if(error) return error; + return generateFixedDistanceTree(tree_d); +} + +/*get the tree of a deflated block with dynamic tree, the tree itself is also Huffman compressed with a known tree*/ +static unsigned getTreeInflateDynamic(HuffmanTree* tree_ll, HuffmanTree* tree_d, + LodePNGBitReader* reader) { + /*make sure that length values that aren't filled in will be 0, or a wrong tree will be generated*/ + unsigned error = 0; + unsigned n, HLIT, HDIST, HCLEN, i; + + /*see comments in deflateDynamic for explanation of the context and these variables, it is analogous*/ + unsigned* bitlen_ll = 0; /*lit,len code lengths*/ + unsigned* bitlen_d = 0; /*dist code lengths*/ + /*code length code lengths ("clcl"), the bit lengths of the huffman tree used to compress bitlen_ll and bitlen_d*/ + unsigned* bitlen_cl = 0; + HuffmanTree tree_cl; /*the code tree for code length codes (the huffman tree for compressed huffman trees)*/ + + if(!ensureBits17(reader, 14)) return 49; /*error: the bit pointer is or will go past the memory*/ + + /*number of literal/length codes + 257. Unlike the spec, the value 257 is added to it here already*/ + HLIT = readBits(reader, 5) + 257; + /*number of distance codes. Unlike the spec, the value 1 is added to it here already*/ + HDIST = readBits(reader, 5) + 1; + /*number of code length codes. Unlike the spec, the value 4 is added to it here already*/ + HCLEN = readBits(reader, 4) + 4; + + bitlen_cl = (unsigned*)lodepng_malloc(NUM_CODE_LENGTH_CODES * sizeof(unsigned)); + if(!bitlen_cl) return 83 /*alloc fail*/; + + HuffmanTree_init(&tree_cl); + + while(!error) { + /*read the code length codes out of 3 * (amount of code length codes) bits*/ + if(lodepng_gtofl(reader->bp, HCLEN * 3, reader->bitsize)) { + ERROR_BREAK(50); /*error: the bit pointer is or will go past the memory*/ + } + for(i = 0; i != HCLEN; ++i) { + ensureBits9(reader, 3); /*out of bounds already checked above */ + bitlen_cl[CLCL_ORDER[i]] = readBits(reader, 3); + } + for(i = HCLEN; i != NUM_CODE_LENGTH_CODES; ++i) { + bitlen_cl[CLCL_ORDER[i]] = 0; + } + + error = HuffmanTree_makeFromLengths(&tree_cl, bitlen_cl, NUM_CODE_LENGTH_CODES, 7); + if(error) break; + + /*now we can use this tree to read the lengths for the tree that this function will return*/ + bitlen_ll = (unsigned*)lodepng_malloc(NUM_DEFLATE_CODE_SYMBOLS * sizeof(unsigned)); + bitlen_d = (unsigned*)lodepng_malloc(NUM_DISTANCE_SYMBOLS * sizeof(unsigned)); + if(!bitlen_ll || !bitlen_d) ERROR_BREAK(83 /*alloc fail*/); + lodepng_memset(bitlen_ll, 0, NUM_DEFLATE_CODE_SYMBOLS * sizeof(*bitlen_ll)); + lodepng_memset(bitlen_d, 0, NUM_DISTANCE_SYMBOLS * sizeof(*bitlen_d)); + + /*i is the current symbol we're reading in the part that contains the code lengths of lit/len and dist codes*/ + i = 0; + while(i < HLIT + HDIST) { + unsigned code; + ensureBits25(reader, 22); /* up to 15 bits for huffman code, up to 7 extra bits below*/ + code = huffmanDecodeSymbol(reader, &tree_cl); + if(code <= 15) /*a length code*/ { + if(i < HLIT) bitlen_ll[i] = code; + else bitlen_d[i - HLIT] = code; + ++i; + } else if(code == 16) /*repeat previous*/ { + unsigned replength = 3; /*read in the 2 bits that indicate repeat length (3-6)*/ + unsigned value; /*set value to the previous code*/ + + if(i == 0) ERROR_BREAK(54); /*can't repeat previous if i is 0*/ + + replength += readBits(reader, 2); + + if(i < HLIT + 1) value = bitlen_ll[i - 1]; + else value = bitlen_d[i - HLIT - 1]; + /*repeat this value in the next lengths*/ + for(n = 0; n < replength; ++n) { + if(i >= HLIT + HDIST) ERROR_BREAK(13); /*error: i is larger than the amount of codes*/ + if(i < HLIT) bitlen_ll[i] = value; + else bitlen_d[i - HLIT] = value; + ++i; + } + } else if(code == 17) /*repeat "0" 3-10 times*/ { + unsigned replength = 3; /*read in the bits that indicate repeat length*/ + replength += readBits(reader, 3); + + /*repeat this value in the next lengths*/ + for(n = 0; n < replength; ++n) { + if(i >= HLIT + HDIST) ERROR_BREAK(14); /*error: i is larger than the amount of codes*/ + + if(i < HLIT) bitlen_ll[i] = 0; + else bitlen_d[i - HLIT] = 0; + ++i; + } + } else if(code == 18) /*repeat "0" 11-138 times*/ { + unsigned replength = 11; /*read in the bits that indicate repeat length*/ + replength += readBits(reader, 7); + + /*repeat this value in the next lengths*/ + for(n = 0; n < replength; ++n) { + if(i >= HLIT + HDIST) ERROR_BREAK(15); /*error: i is larger than the amount of codes*/ + + if(i < HLIT) bitlen_ll[i] = 0; + else bitlen_d[i - HLIT] = 0; + ++i; + } + } else /*if(code == INVALIDSYMBOL)*/ { + ERROR_BREAK(16); /*error: tried to read disallowed huffman symbol*/ + } + /*check if any of the ensureBits above went out of bounds*/ + if(reader->bp > reader->bitsize) { + /*return error code 10 or 11 depending on the situation that happened in huffmanDecodeSymbol + (10=no endcode, 11=wrong jump outside of tree)*/ + /* TODO: revise error codes 10,11,50: the above comment is no longer valid */ + ERROR_BREAK(50); /*error, bit pointer jumps past memory*/ + } + } + if(error) break; + + if(bitlen_ll[256] == 0) ERROR_BREAK(64); /*the length of the end code 256 must be larger than 0*/ + + /*now we've finally got HLIT and HDIST, so generate the code trees, and the function is done*/ + error = HuffmanTree_makeFromLengths(tree_ll, bitlen_ll, NUM_DEFLATE_CODE_SYMBOLS, 15); + if(error) break; + error = HuffmanTree_makeFromLengths(tree_d, bitlen_d, NUM_DISTANCE_SYMBOLS, 15); + + break; /*end of error-while*/ + } + + lodepng_free(bitlen_cl); + lodepng_free(bitlen_ll); + lodepng_free(bitlen_d); + HuffmanTree_cleanup(&tree_cl); + + return error; +} + +/*inflate a block with dynamic of fixed Huffman tree. btype must be 1 or 2.*/ +static unsigned inflateHuffmanBlock(ucvector* out, LodePNGBitReader* reader, + unsigned btype) { + unsigned error = 0; + HuffmanTree tree_ll; /*the huffman tree for literal and length codes*/ + HuffmanTree tree_d; /*the huffman tree for distance codes*/ + + HuffmanTree_init(&tree_ll); + HuffmanTree_init(&tree_d); + + if(btype == 1) error = getTreeInflateFixed(&tree_ll, &tree_d); + else /*if(btype == 2)*/ error = getTreeInflateDynamic(&tree_ll, &tree_d, reader); + + while(!error) /*decode all symbols until end reached, breaks at end code*/ { + /*code_ll is literal, length or end code*/ + unsigned code_ll; + ensureBits25(reader, 20); /* up to 15 for the huffman symbol, up to 5 for the length extra bits */ + code_ll = huffmanDecodeSymbol(reader, &tree_ll); + if(code_ll <= 255) /*literal symbol*/ { + if(!ucvector_resize(out, out->size + 1)) ERROR_BREAK(83 /*alloc fail*/); + out->data[out->size - 1] = (unsigned char)code_ll; + } else if(code_ll >= FIRST_LENGTH_CODE_INDEX && code_ll <= LAST_LENGTH_CODE_INDEX) /*length code*/ { + unsigned code_d, distance; + unsigned numextrabits_l, numextrabits_d; /*extra bits for length and distance*/ + size_t start, backward, length; + + /*part 1: get length base*/ + length = LENGTHBASE[code_ll - FIRST_LENGTH_CODE_INDEX]; + + /*part 2: get extra bits and add the value of that to length*/ + numextrabits_l = LENGTHEXTRA[code_ll - FIRST_LENGTH_CODE_INDEX]; + if(numextrabits_l != 0) { + /* bits already ensured above */ + length += readBits(reader, numextrabits_l); + } + + /*part 3: get distance code*/ + ensureBits32(reader, 28); /* up to 15 for the huffman symbol, up to 13 for the extra bits */ + code_d = huffmanDecodeSymbol(reader, &tree_d); + if(code_d > 29) { + if(code_d <= 31) { + ERROR_BREAK(18); /*error: invalid distance code (30-31 are never used)*/ + } else /* if(code_d == INVALIDSYMBOL) */{ + ERROR_BREAK(16); /*error: tried to read disallowed huffman symbol*/ + } + } + distance = DISTANCEBASE[code_d]; + + /*part 4: get extra bits from distance*/ + numextrabits_d = DISTANCEEXTRA[code_d]; + if(numextrabits_d != 0) { + /* bits already ensured above */ + distance += readBits(reader, numextrabits_d); + } + + /*part 5: fill in all the out[n] values based on the length and dist*/ + start = out->size; + if(distance > start) ERROR_BREAK(52); /*too long backward distance*/ + backward = start - distance; + + if(!ucvector_resize(out, out->size + length)) ERROR_BREAK(83 /*alloc fail*/); + if(distance < length) { + size_t forward; + lodepng_memcpy(out->data + start, out->data + backward, distance); + start += distance; + for(forward = distance; forward < length; ++forward) { + out->data[start++] = out->data[backward++]; + } + } else { + lodepng_memcpy(out->data + start, out->data + backward, length); + } + } else if(code_ll == 256) { + break; /*end code, break the loop*/ + } else /*if(code_ll == INVALIDSYMBOL)*/ { + ERROR_BREAK(16); /*error: tried to read disallowed huffman symbol*/ + } + /*check if any of the ensureBits above went out of bounds*/ + if(reader->bp > reader->bitsize) { + /*return error code 10 or 11 depending on the situation that happened in huffmanDecodeSymbol + (10=no endcode, 11=wrong jump outside of tree)*/ + /* TODO: revise error codes 10,11,50: the above comment is no longer valid */ + ERROR_BREAK(51); /*error, bit pointer jumps past memory*/ + } + } + + HuffmanTree_cleanup(&tree_ll); + HuffmanTree_cleanup(&tree_d); + + return error; +} + +static unsigned inflateNoCompression(ucvector* out, LodePNGBitReader* reader, + const LodePNGDecompressSettings* settings) { + size_t bytepos; + size_t size = reader->size; + unsigned LEN, NLEN, error = 0; + + /*go to first boundary of byte*/ + bytepos = (reader->bp + 7u) >> 3u; + + /*read LEN (2 bytes) and NLEN (2 bytes)*/ + if(bytepos + 4 >= size) return 52; /*error, bit pointer will jump past memory*/ + LEN = (unsigned)reader->data[bytepos] + ((unsigned)reader->data[bytepos + 1] << 8u); bytepos += 2; + NLEN = (unsigned)reader->data[bytepos] + ((unsigned)reader->data[bytepos + 1] << 8u); bytepos += 2; + + /*check if 16-bit NLEN is really the one's complement of LEN*/ + if(!settings->ignore_nlen && LEN + NLEN != 65535) { + return 21; /*error: NLEN is not one's complement of LEN*/ + } + + if(!ucvector_resize(out, out->size + LEN)) return 83; /*alloc fail*/ + + /*read the literal data: LEN bytes are now stored in the out buffer*/ + if(bytepos + LEN > size) return 23; /*error: reading outside of in buffer*/ + + lodepng_memcpy(out->data + out->size - LEN, reader->data + bytepos, LEN); + bytepos += LEN; + + reader->bp = bytepos << 3u; + + return error; +} + +static unsigned lodepng_inflatev(ucvector* out, + const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings) { + unsigned BFINAL = 0; + LodePNGBitReader reader; + unsigned error = LodePNGBitReader_init(&reader, in, insize); + + if(error) return error; + + while(!BFINAL) { + unsigned BTYPE; + if(!ensureBits9(&reader, 3)) return 52; /*error, bit pointer will jump past memory*/ + BFINAL = readBits(&reader, 1); + BTYPE = readBits(&reader, 2); + + if(BTYPE == 3) return 20; /*error: invalid BTYPE*/ + else if(BTYPE == 0) error = inflateNoCompression(out, &reader, settings); /*no compression*/ + else error = inflateHuffmanBlock(out, &reader, BTYPE); /*compression, BTYPE 01 or 10*/ + + if(error) return error; + } + + return error; +} + +unsigned lodepng_inflate(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings) { + ucvector v = ucvector_init(*out, *outsize); + unsigned error = lodepng_inflatev(&v, in, insize, settings); + *out = v.data; + *outsize = v.size; + return error; +} + +static unsigned inflatev(ucvector* out, const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings) { + if(settings->custom_inflate) { + unsigned error = settings->custom_inflate(&out->data, &out->size, in, insize, settings); + out->allocsize = out->size; + return error; + } else { + return lodepng_inflatev(out, in, insize, settings); + } +} + +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Deflator (Compressor) / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +static const size_t MAX_SUPPORTED_DEFLATE_LENGTH = 258; + +/*search the index in the array, that has the largest value smaller than or equal to the given value, +given array must be sorted (if no value is smaller, it returns the size of the given array)*/ +static size_t searchCodeIndex(const unsigned* array, size_t array_size, size_t value) { + /*binary search (only small gain over linear). TODO: use CPU log2 instruction for getting symbols instead*/ + size_t left = 1; + size_t right = array_size - 1; + + while(left <= right) { + size_t mid = (left + right) >> 1; + if(array[mid] >= value) right = mid - 1; + else left = mid + 1; + } + if(left >= array_size || array[left] > value) left--; + return left; +} + +static void addLengthDistance(uivector* values, size_t length, size_t distance) { + /*values in encoded vector are those used by deflate: + 0-255: literal bytes + 256: end + 257-285: length/distance pair (length code, followed by extra length bits, distance code, extra distance bits) + 286-287: invalid*/ + + unsigned length_code = (unsigned)searchCodeIndex(LENGTHBASE, 29, length); + unsigned extra_length = (unsigned)(length - LENGTHBASE[length_code]); + unsigned dist_code = (unsigned)searchCodeIndex(DISTANCEBASE, 30, distance); + unsigned extra_distance = (unsigned)(distance - DISTANCEBASE[dist_code]); + + size_t pos = values->size; + /*TODO: return error when this fails (out of memory)*/ + unsigned ok = uivector_resize(values, values->size + 4); + if(ok) { + values->data[pos + 0] = length_code + FIRST_LENGTH_CODE_INDEX; + values->data[pos + 1] = extra_length; + values->data[pos + 2] = dist_code; + values->data[pos + 3] = extra_distance; + } +} + +/*3 bytes of data get encoded into two bytes. The hash cannot use more than 3 +bytes as input because 3 is the minimum match length for deflate*/ +static const unsigned HASH_NUM_VALUES = 65536; +static const unsigned HASH_BIT_MASK = 65535; /*HASH_NUM_VALUES - 1, but C90 does not like that as initializer*/ + +typedef struct Hash { + int* head; /*hash value to head circular pos - can be outdated if went around window*/ + /*circular pos to prev circular pos*/ + unsigned short* chain; + int* val; /*circular pos to hash value*/ + + /*TODO: do this not only for zeros but for any repeated byte. However for PNG + it's always going to be the zeros that dominate, so not important for PNG*/ + int* headz; /*similar to head, but for chainz*/ + unsigned short* chainz; /*those with same amount of zeros*/ + unsigned short* zeros; /*length of zeros streak, used as a second hash chain*/ +} Hash; + +static unsigned hash_init(Hash* hash, unsigned windowsize) { + unsigned i; + hash->head = (int*)lodepng_malloc(sizeof(int) * HASH_NUM_VALUES); + hash->val = (int*)lodepng_malloc(sizeof(int) * windowsize); + hash->chain = (unsigned short*)lodepng_malloc(sizeof(unsigned short) * windowsize); + + hash->zeros = (unsigned short*)lodepng_malloc(sizeof(unsigned short) * windowsize); + hash->headz = (int*)lodepng_malloc(sizeof(int) * (MAX_SUPPORTED_DEFLATE_LENGTH + 1)); + hash->chainz = (unsigned short*)lodepng_malloc(sizeof(unsigned short) * windowsize); + + if(!hash->head || !hash->chain || !hash->val || !hash->headz|| !hash->chainz || !hash->zeros) { + return 83; /*alloc fail*/ + } + + /*initialize hash table*/ + for(i = 0; i != HASH_NUM_VALUES; ++i) hash->head[i] = -1; + for(i = 0; i != windowsize; ++i) hash->val[i] = -1; + for(i = 0; i != windowsize; ++i) hash->chain[i] = i; /*same value as index indicates uninitialized*/ + + for(i = 0; i <= MAX_SUPPORTED_DEFLATE_LENGTH; ++i) hash->headz[i] = -1; + for(i = 0; i != windowsize; ++i) hash->chainz[i] = i; /*same value as index indicates uninitialized*/ + + return 0; +} + +static void hash_cleanup(Hash* hash) { + lodepng_free(hash->head); + lodepng_free(hash->val); + lodepng_free(hash->chain); + + lodepng_free(hash->zeros); + lodepng_free(hash->headz); + lodepng_free(hash->chainz); +} + + + +static unsigned getHash(const unsigned char* data, size_t size, size_t pos) { + unsigned result = 0; + if(pos + 2 < size) { + /*A simple shift and xor hash is used. Since the data of PNGs is dominated + by zeroes due to the filters, a better hash does not have a significant + effect on speed in traversing the chain, and causes more time spend on + calculating the hash.*/ + result ^= ((unsigned)data[pos + 0] << 0u); + result ^= ((unsigned)data[pos + 1] << 4u); + result ^= ((unsigned)data[pos + 2] << 8u); + } else { + size_t amount, i; + if(pos >= size) return 0; + amount = size - pos; + for(i = 0; i != amount; ++i) result ^= ((unsigned)data[pos + i] << (i * 8u)); + } + return result & HASH_BIT_MASK; +} + +static unsigned countZeros(const unsigned char* data, size_t size, size_t pos) { + const unsigned char* start = data + pos; + const unsigned char* end = start + MAX_SUPPORTED_DEFLATE_LENGTH; + if(end > data + size) end = data + size; + data = start; + while(data != end && *data == 0) ++data; + /*subtracting two addresses returned as 32-bit number (max value is MAX_SUPPORTED_DEFLATE_LENGTH)*/ + return (unsigned)(data - start); +} + +/*wpos = pos & (windowsize - 1)*/ +static void updateHashChain(Hash* hash, size_t wpos, unsigned hashval, unsigned short numzeros) { + hash->val[wpos] = (int)hashval; + if(hash->head[hashval] != -1) hash->chain[wpos] = hash->head[hashval]; + hash->head[hashval] = (int)wpos; + + hash->zeros[wpos] = numzeros; + if(hash->headz[numzeros] != -1) hash->chainz[wpos] = hash->headz[numzeros]; + hash->headz[numzeros] = (int)wpos; +} + +/* +LZ77-encode the data. Return value is error code. The input are raw bytes, the output +is in the form of unsigned integers with codes representing for example literal bytes, or +length/distance pairs. +It uses a hash table technique to let it encode faster. When doing LZ77 encoding, a +sliding window (of windowsize) is used, and all past bytes in that window can be used as +the "dictionary". A brute force search through all possible distances would be slow, and +this hash technique is one out of several ways to speed this up. +*/ +static unsigned encodeLZ77(uivector* out, Hash* hash, + const unsigned char* in, size_t inpos, size_t insize, unsigned windowsize, + unsigned minmatch, unsigned nicematch, unsigned lazymatching) { + size_t pos; + unsigned i, error = 0; + /*for large window lengths, assume the user wants no compression loss. Otherwise, max hash chain length speedup.*/ + unsigned maxchainlength = windowsize >= 8192 ? windowsize : windowsize / 8u; + unsigned maxlazymatch = windowsize >= 8192 ? MAX_SUPPORTED_DEFLATE_LENGTH : 64; + + unsigned usezeros = 1; /*not sure if setting it to false for windowsize < 8192 is better or worse*/ + unsigned numzeros = 0; + + unsigned offset; /*the offset represents the distance in LZ77 terminology*/ + unsigned length; + unsigned lazy = 0; + unsigned lazylength = 0, lazyoffset = 0; + unsigned hashval; + unsigned current_offset, current_length; + unsigned prev_offset; + const unsigned char *lastptr, *foreptr, *backptr; + unsigned hashpos; + + if(windowsize == 0 || windowsize > 32768) return 60; /*error: windowsize smaller/larger than allowed*/ + if((windowsize & (windowsize - 1)) != 0) return 90; /*error: must be power of two*/ + + if(nicematch > MAX_SUPPORTED_DEFLATE_LENGTH) nicematch = MAX_SUPPORTED_DEFLATE_LENGTH; + + for(pos = inpos; pos < insize; ++pos) { + size_t wpos = pos & (windowsize - 1); /*position for in 'circular' hash buffers*/ + unsigned chainlength = 0; + + hashval = getHash(in, insize, pos); + + if(usezeros && hashval == 0) { + if(numzeros == 0) numzeros = countZeros(in, insize, pos); + else if(pos + numzeros > insize || in[pos + numzeros - 1] != 0) --numzeros; + } else { + numzeros = 0; + } + + updateHashChain(hash, wpos, hashval, numzeros); + + /*the length and offset found for the current position*/ + length = 0; + offset = 0; + + hashpos = hash->chain[wpos]; + + lastptr = &in[insize < pos + MAX_SUPPORTED_DEFLATE_LENGTH ? insize : pos + MAX_SUPPORTED_DEFLATE_LENGTH]; + + /*search for the longest string*/ + prev_offset = 0; + for(;;) { + if(chainlength++ >= maxchainlength) break; + current_offset = (unsigned)(hashpos <= wpos ? wpos - hashpos : wpos - hashpos + windowsize); + + if(current_offset < prev_offset) break; /*stop when went completely around the circular buffer*/ + prev_offset = current_offset; + if(current_offset > 0) { + /*test the next characters*/ + foreptr = &in[pos]; + backptr = &in[pos - current_offset]; + + /*common case in PNGs is lots of zeros. Quickly skip over them as a speedup*/ + if(numzeros >= 3) { + unsigned skip = hash->zeros[hashpos]; + if(skip > numzeros) skip = numzeros; + backptr += skip; + foreptr += skip; + } + + while(foreptr != lastptr && *backptr == *foreptr) /*maximum supported length by deflate is max length*/ { + ++backptr; + ++foreptr; + } + current_length = (unsigned)(foreptr - &in[pos]); + + if(current_length > length) { + length = current_length; /*the longest length*/ + offset = current_offset; /*the offset that is related to this longest length*/ + /*jump out once a length of max length is found (speed gain). This also jumps + out if length is MAX_SUPPORTED_DEFLATE_LENGTH*/ + if(current_length >= nicematch) break; + } + } + + if(hashpos == hash->chain[hashpos]) break; + + if(numzeros >= 3 && length > numzeros) { + hashpos = hash->chainz[hashpos]; + if(hash->zeros[hashpos] != numzeros) break; + } else { + hashpos = hash->chain[hashpos]; + /*outdated hash value, happens if particular value was not encountered in whole last window*/ + if(hash->val[hashpos] != (int)hashval) break; + } + } + + if(lazymatching) { + if(!lazy && length >= 3 && length <= maxlazymatch && length < MAX_SUPPORTED_DEFLATE_LENGTH) { + lazy = 1; + lazylength = length; + lazyoffset = offset; + continue; /*try the next byte*/ + } + if(lazy) { + lazy = 0; + if(pos == 0) ERROR_BREAK(81); + if(length > lazylength + 1) { + /*push the previous character as literal*/ + if(!uivector_push_back(out, in[pos - 1])) ERROR_BREAK(83 /*alloc fail*/); + } else { + length = lazylength; + offset = lazyoffset; + hash->head[hashval] = -1; /*the same hashchain update will be done, this ensures no wrong alteration*/ + hash->headz[numzeros] = -1; /*idem*/ + --pos; + } + } + } + if(length >= 3 && offset > windowsize) ERROR_BREAK(86 /*too big (or overflown negative) offset*/); + + /*encode it as length/distance pair or literal value*/ + if(length < 3) /*only lengths of 3 or higher are supported as length/distance pair*/ { + if(!uivector_push_back(out, in[pos])) ERROR_BREAK(83 /*alloc fail*/); + } else if(length < minmatch || (length == 3 && offset > 4096)) { + /*compensate for the fact that longer offsets have more extra bits, a + length of only 3 may be not worth it then*/ + if(!uivector_push_back(out, in[pos])) ERROR_BREAK(83 /*alloc fail*/); + } else { + addLengthDistance(out, length, offset); + for(i = 1; i < length; ++i) { + ++pos; + wpos = pos & (windowsize - 1); + hashval = getHash(in, insize, pos); + if(usezeros && hashval == 0) { + if(numzeros == 0) numzeros = countZeros(in, insize, pos); + else if(pos + numzeros > insize || in[pos + numzeros - 1] != 0) --numzeros; + } else { + numzeros = 0; + } + updateHashChain(hash, wpos, hashval, numzeros); + } + } + } /*end of the loop through each character of input*/ + + return error; +} + +/* /////////////////////////////////////////////////////////////////////////// */ + +static unsigned deflateNoCompression(ucvector* out, const unsigned char* data, size_t datasize) { + /*non compressed deflate block data: 1 bit BFINAL,2 bits BTYPE,(5 bits): it jumps to start of next byte, + 2 bytes LEN, 2 bytes NLEN, LEN bytes literal DATA*/ + + size_t i, numdeflateblocks = (datasize + 65534u) / 65535u; + unsigned datapos = 0; + for(i = 0; i != numdeflateblocks; ++i) { + unsigned BFINAL, BTYPE, LEN, NLEN; + unsigned char firstbyte; + size_t pos = out->size; + + BFINAL = (i == numdeflateblocks - 1); + BTYPE = 0; + + LEN = 65535; + if(datasize - datapos < 65535u) LEN = (unsigned)datasize - datapos; + NLEN = 65535 - LEN; + + if(!ucvector_resize(out, out->size + LEN + 5)) return 83; /*alloc fail*/ + + firstbyte = (unsigned char)(BFINAL + ((BTYPE & 1u) << 1u) + ((BTYPE & 2u) << 1u)); + out->data[pos + 0] = firstbyte; + out->data[pos + 1] = (unsigned char)(LEN & 255); + out->data[pos + 2] = (unsigned char)(LEN >> 8u); + out->data[pos + 3] = (unsigned char)(NLEN & 255); + out->data[pos + 4] = (unsigned char)(NLEN >> 8u); + lodepng_memcpy(out->data + pos + 5, data + datapos, LEN); + datapos += LEN; + } + + return 0; +} + +/* +write the lz77-encoded data, which has lit, len and dist codes, to compressed stream using huffman trees. +tree_ll: the tree for lit and len codes. +tree_d: the tree for distance codes. +*/ +static void writeLZ77data(LodePNGBitWriter* writer, const uivector* lz77_encoded, + const HuffmanTree* tree_ll, const HuffmanTree* tree_d) { + size_t i = 0; + for(i = 0; i != lz77_encoded->size; ++i) { + unsigned val = lz77_encoded->data[i]; + writeBitsReversed(writer, tree_ll->codes[val], tree_ll->lengths[val]); + if(val > 256) /*for a length code, 3 more things have to be added*/ { + unsigned length_index = val - FIRST_LENGTH_CODE_INDEX; + unsigned n_length_extra_bits = LENGTHEXTRA[length_index]; + unsigned length_extra_bits = lz77_encoded->data[++i]; + + unsigned distance_code = lz77_encoded->data[++i]; + + unsigned distance_index = distance_code; + unsigned n_distance_extra_bits = DISTANCEEXTRA[distance_index]; + unsigned distance_extra_bits = lz77_encoded->data[++i]; + + writeBits(writer, length_extra_bits, n_length_extra_bits); + writeBitsReversed(writer, tree_d->codes[distance_code], tree_d->lengths[distance_code]); + writeBits(writer, distance_extra_bits, n_distance_extra_bits); + } + } +} + +/*Deflate for a block of type "dynamic", that is, with freely, optimally, created huffman trees*/ +static unsigned deflateDynamic(LodePNGBitWriter* writer, Hash* hash, + const unsigned char* data, size_t datapos, size_t dataend, + const LodePNGCompressSettings* settings, unsigned final) { + unsigned error = 0; + + /* + A block is compressed as follows: The PNG data is lz77 encoded, resulting in + literal bytes and length/distance pairs. This is then huffman compressed with + two huffman trees. One huffman tree is used for the lit and len values ("ll"), + another huffman tree is used for the dist values ("d"). These two trees are + stored using their code lengths, and to compress even more these code lengths + are also run-length encoded and huffman compressed. This gives a huffman tree + of code lengths "cl". The code lengths used to describe this third tree are + the code length code lengths ("clcl"). + */ + + /*The lz77 encoded data, represented with integers since there will also be length and distance codes in it*/ + uivector lz77_encoded; + HuffmanTree tree_ll; /*tree for lit,len values*/ + HuffmanTree tree_d; /*tree for distance codes*/ + HuffmanTree tree_cl; /*tree for encoding the code lengths representing tree_ll and tree_d*/ + unsigned* frequencies_ll = 0; /*frequency of lit,len codes*/ + unsigned* frequencies_d = 0; /*frequency of dist codes*/ + unsigned* frequencies_cl = 0; /*frequency of code length codes*/ + unsigned* bitlen_lld = 0; /*lit,len,dist code lengths (int bits), literally (without repeat codes).*/ + unsigned* bitlen_lld_e = 0; /*bitlen_lld encoded with repeat codes (this is a rudimentary run length compression)*/ + size_t datasize = dataend - datapos; + + /* + If we could call "bitlen_cl" the the code length code lengths ("clcl"), that is the bit lengths of codes to represent + tree_cl in CLCL_ORDER, then due to the huffman compression of huffman tree representations ("two levels"), there are + some analogies: + bitlen_lld is to tree_cl what data is to tree_ll and tree_d. + bitlen_lld_e is to bitlen_lld what lz77_encoded is to data. + bitlen_cl is to bitlen_lld_e what bitlen_lld is to lz77_encoded. + */ + + unsigned BFINAL = final; + size_t i; + size_t numcodes_ll, numcodes_d, numcodes_lld, numcodes_lld_e, numcodes_cl; + unsigned HLIT, HDIST, HCLEN; + + uivector_init(&lz77_encoded); + HuffmanTree_init(&tree_ll); + HuffmanTree_init(&tree_d); + HuffmanTree_init(&tree_cl); + /* could fit on stack, but >1KB is on the larger side so allocate instead */ + frequencies_ll = (unsigned*)lodepng_malloc(286 * sizeof(*frequencies_ll)); + frequencies_d = (unsigned*)lodepng_malloc(30 * sizeof(*frequencies_d)); + frequencies_cl = (unsigned*)lodepng_malloc(NUM_CODE_LENGTH_CODES * sizeof(*frequencies_cl)); + + if(!frequencies_ll || !frequencies_d || !frequencies_cl) error = 83; /*alloc fail*/ + + /*This while loop never loops due to a break at the end, it is here to + allow breaking out of it to the cleanup phase on error conditions.*/ + while(!error) { + lodepng_memset(frequencies_ll, 0, 286 * sizeof(*frequencies_ll)); + lodepng_memset(frequencies_d, 0, 30 * sizeof(*frequencies_d)); + lodepng_memset(frequencies_cl, 0, NUM_CODE_LENGTH_CODES * sizeof(*frequencies_cl)); + + if(settings->use_lz77) { + error = encodeLZ77(&lz77_encoded, hash, data, datapos, dataend, settings->windowsize, + settings->minmatch, settings->nicematch, settings->lazymatching); + if(error) break; + } else { + if(!uivector_resize(&lz77_encoded, datasize)) ERROR_BREAK(83 /*alloc fail*/); + for(i = datapos; i < dataend; ++i) lz77_encoded.data[i - datapos] = data[i]; /*no LZ77, but still will be Huffman compressed*/ + } + + /*Count the frequencies of lit, len and dist codes*/ + for(i = 0; i != lz77_encoded.size; ++i) { + unsigned symbol = lz77_encoded.data[i]; + ++frequencies_ll[symbol]; + if(symbol > 256) { + unsigned dist = lz77_encoded.data[i + 2]; + ++frequencies_d[dist]; + i += 3; + } + } + frequencies_ll[256] = 1; /*there will be exactly 1 end code, at the end of the block*/ + + /*Make both huffman trees, one for the lit and len codes, one for the dist codes*/ + error = HuffmanTree_makeFromFrequencies(&tree_ll, frequencies_ll, 257, 286, 15); + if(error) break; + /*2, not 1, is chosen for mincodes: some buggy PNG decoders require at least 2 symbols in the dist tree*/ + error = HuffmanTree_makeFromFrequencies(&tree_d, frequencies_d, 2, 30, 15); + if(error) break; + + numcodes_ll = LODEPNG_MIN(tree_ll.numcodes, 286); + numcodes_d = LODEPNG_MIN(tree_d.numcodes, 30); + /*store the code lengths of both generated trees in bitlen_lld*/ + numcodes_lld = numcodes_ll + numcodes_d; + bitlen_lld = (unsigned*)lodepng_malloc(numcodes_lld * sizeof(*bitlen_lld)); + /*numcodes_lld_e never needs more size than bitlen_lld*/ + bitlen_lld_e = (unsigned*)lodepng_malloc(numcodes_lld * sizeof(*bitlen_lld_e)); + if(!bitlen_lld || !bitlen_lld_e) ERROR_BREAK(83); /*alloc fail*/ + numcodes_lld_e = 0; + + for(i = 0; i != numcodes_ll; ++i) bitlen_lld[i] = tree_ll.lengths[i]; + for(i = 0; i != numcodes_d; ++i) bitlen_lld[numcodes_ll + i] = tree_d.lengths[i]; + + /*run-length compress bitlen_ldd into bitlen_lld_e by using repeat codes 16 (copy length 3-6 times), + 17 (3-10 zeroes), 18 (11-138 zeroes)*/ + for(i = 0; i != numcodes_lld; ++i) { + unsigned j = 0; /*amount of repetitions*/ + while(i + j + 1 < numcodes_lld && bitlen_lld[i + j + 1] == bitlen_lld[i]) ++j; + + if(bitlen_lld[i] == 0 && j >= 2) /*repeat code for zeroes*/ { + ++j; /*include the first zero*/ + if(j <= 10) /*repeat code 17 supports max 10 zeroes*/ { + bitlen_lld_e[numcodes_lld_e++] = 17; + bitlen_lld_e[numcodes_lld_e++] = j - 3; + } else /*repeat code 18 supports max 138 zeroes*/ { + if(j > 138) j = 138; + bitlen_lld_e[numcodes_lld_e++] = 18; + bitlen_lld_e[numcodes_lld_e++] = j - 11; + } + i += (j - 1); + } else if(j >= 3) /*repeat code for value other than zero*/ { + size_t k; + unsigned num = j / 6u, rest = j % 6u; + bitlen_lld_e[numcodes_lld_e++] = bitlen_lld[i]; + for(k = 0; k < num; ++k) { + bitlen_lld_e[numcodes_lld_e++] = 16; + bitlen_lld_e[numcodes_lld_e++] = 6 - 3; + } + if(rest >= 3) { + bitlen_lld_e[numcodes_lld_e++] = 16; + bitlen_lld_e[numcodes_lld_e++] = rest - 3; + } + else j -= rest; + i += j; + } else /*too short to benefit from repeat code*/ { + bitlen_lld_e[numcodes_lld_e++] = bitlen_lld[i]; + } + } + + /*generate tree_cl, the huffmantree of huffmantrees*/ + for(i = 0; i != numcodes_lld_e; ++i) { + ++frequencies_cl[bitlen_lld_e[i]]; + /*after a repeat code come the bits that specify the number of repetitions, + those don't need to be in the frequencies_cl calculation*/ + if(bitlen_lld_e[i] >= 16) ++i; + } + + error = HuffmanTree_makeFromFrequencies(&tree_cl, frequencies_cl, + NUM_CODE_LENGTH_CODES, NUM_CODE_LENGTH_CODES, 7); + if(error) break; + + /*compute amount of code-length-code-lengths to output*/ + numcodes_cl = NUM_CODE_LENGTH_CODES; + /*trim zeros at the end (using CLCL_ORDER), but minimum size must be 4 (see HCLEN below)*/ + while(numcodes_cl > 4u && tree_cl.lengths[CLCL_ORDER[numcodes_cl - 1u]] == 0) { + numcodes_cl--; + } + + /* + Write everything into the output + + After the BFINAL and BTYPE, the dynamic block consists out of the following: + - 5 bits HLIT, 5 bits HDIST, 4 bits HCLEN + - (HCLEN+4)*3 bits code lengths of code length alphabet + - HLIT + 257 code lengths of lit/length alphabet (encoded using the code length + alphabet, + possible repetition codes 16, 17, 18) + - HDIST + 1 code lengths of distance alphabet (encoded using the code length + alphabet, + possible repetition codes 16, 17, 18) + - compressed data + - 256 (end code) + */ + + /*Write block type*/ + writeBits(writer, BFINAL, 1); + writeBits(writer, 0, 1); /*first bit of BTYPE "dynamic"*/ + writeBits(writer, 1, 1); /*second bit of BTYPE "dynamic"*/ + + /*write the HLIT, HDIST and HCLEN values*/ + /*all three sizes take trimmed ending zeroes into account, done either by HuffmanTree_makeFromFrequencies + or in the loop for numcodes_cl above, which saves space. */ + HLIT = (unsigned)(numcodes_ll - 257); + HDIST = (unsigned)(numcodes_d - 1); + HCLEN = (unsigned)(numcodes_cl - 4); + writeBits(writer, HLIT, 5); + writeBits(writer, HDIST, 5); + writeBits(writer, HCLEN, 4); + + /*write the code lengths of the code length alphabet ("bitlen_cl")*/ + for(i = 0; i != numcodes_cl; ++i) writeBits(writer, tree_cl.lengths[CLCL_ORDER[i]], 3); + + /*write the lengths of the lit/len AND the dist alphabet*/ + for(i = 0; i != numcodes_lld_e; ++i) { + writeBitsReversed(writer, tree_cl.codes[bitlen_lld_e[i]], tree_cl.lengths[bitlen_lld_e[i]]); + /*extra bits of repeat codes*/ + if(bitlen_lld_e[i] == 16) writeBits(writer, bitlen_lld_e[++i], 2); + else if(bitlen_lld_e[i] == 17) writeBits(writer, bitlen_lld_e[++i], 3); + else if(bitlen_lld_e[i] == 18) writeBits(writer, bitlen_lld_e[++i], 7); + } + + /*write the compressed data symbols*/ + writeLZ77data(writer, &lz77_encoded, &tree_ll, &tree_d); + /*error: the length of the end code 256 must be larger than 0*/ + if(tree_ll.lengths[256] == 0) ERROR_BREAK(64); + + /*write the end code*/ + writeBitsReversed(writer, tree_ll.codes[256], tree_ll.lengths[256]); + + break; /*end of error-while*/ + } + + /*cleanup*/ + uivector_cleanup(&lz77_encoded); + HuffmanTree_cleanup(&tree_ll); + HuffmanTree_cleanup(&tree_d); + HuffmanTree_cleanup(&tree_cl); + lodepng_free(frequencies_ll); + lodepng_free(frequencies_d); + lodepng_free(frequencies_cl); + lodepng_free(bitlen_lld); + lodepng_free(bitlen_lld_e); + + return error; +} + +static unsigned deflateFixed(LodePNGBitWriter* writer, Hash* hash, + const unsigned char* data, + size_t datapos, size_t dataend, + const LodePNGCompressSettings* settings, unsigned final) { + HuffmanTree tree_ll; /*tree for literal values and length codes*/ + HuffmanTree tree_d; /*tree for distance codes*/ + + unsigned BFINAL = final; + unsigned error = 0; + size_t i; + + HuffmanTree_init(&tree_ll); + HuffmanTree_init(&tree_d); + + error = generateFixedLitLenTree(&tree_ll); + if(!error) error = generateFixedDistanceTree(&tree_d); + + if(!error) { + writeBits(writer, BFINAL, 1); + writeBits(writer, 1, 1); /*first bit of BTYPE*/ + writeBits(writer, 0, 1); /*second bit of BTYPE*/ + + if(settings->use_lz77) /*LZ77 encoded*/ { + uivector lz77_encoded; + uivector_init(&lz77_encoded); + error = encodeLZ77(&lz77_encoded, hash, data, datapos, dataend, settings->windowsize, + settings->minmatch, settings->nicematch, settings->lazymatching); + if(!error) writeLZ77data(writer, &lz77_encoded, &tree_ll, &tree_d); + uivector_cleanup(&lz77_encoded); + } else /*no LZ77, but still will be Huffman compressed*/ { + for(i = datapos; i < dataend; ++i) { + writeBitsReversed(writer, tree_ll.codes[data[i]], tree_ll.lengths[data[i]]); + } + } + /*add END code*/ + if(!error) writeBitsReversed(writer,tree_ll.codes[256], tree_ll.lengths[256]); + } + + /*cleanup*/ + HuffmanTree_cleanup(&tree_ll); + HuffmanTree_cleanup(&tree_d); + + return error; +} + +static unsigned lodepng_deflatev(ucvector* out, const unsigned char* in, size_t insize, + const LodePNGCompressSettings* settings) { + unsigned error = 0; + size_t i, blocksize, numdeflateblocks; + Hash hash; + LodePNGBitWriter writer; + + LodePNGBitWriter_init(&writer, out); + + if(settings->btype > 2) return 61; + else if(settings->btype == 0) return deflateNoCompression(out, in, insize); + else if(settings->btype == 1) blocksize = insize; + else /*if(settings->btype == 2)*/ { + /*on PNGs, deflate blocks of 65-262k seem to give most dense encoding*/ + blocksize = insize / 8u + 8; + if(blocksize < 65536) blocksize = 65536; + if(blocksize > 262144) blocksize = 262144; + } + + numdeflateblocks = (insize + blocksize - 1) / blocksize; + if(numdeflateblocks == 0) numdeflateblocks = 1; + + error = hash_init(&hash, settings->windowsize); + + if(!error) { + for(i = 0; i != numdeflateblocks && !error; ++i) { + unsigned final = (i == numdeflateblocks - 1); + size_t start = i * blocksize; + size_t end = start + blocksize; + if(end > insize) end = insize; + + if(settings->btype == 1) error = deflateFixed(&writer, &hash, in, start, end, settings, final); + else if(settings->btype == 2) error = deflateDynamic(&writer, &hash, in, start, end, settings, final); + } + } + + hash_cleanup(&hash); + + return error; +} + +unsigned lodepng_deflate(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGCompressSettings* settings) { + ucvector v = ucvector_init(*out, *outsize); + unsigned error = lodepng_deflatev(&v, in, insize, settings); + *out = v.data; + *outsize = v.size; + return error; +} + +static unsigned deflate(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGCompressSettings* settings) { + if(settings->custom_deflate) { + return settings->custom_deflate(out, outsize, in, insize, settings); + } else { + return lodepng_deflate(out, outsize, in, insize, settings); + } +} + +#endif /*LODEPNG_COMPILE_DECODER*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Adler32 / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +static unsigned update_adler32(unsigned adler, const unsigned char* data, unsigned len) { + unsigned s1 = adler & 0xffffu; + unsigned s2 = (adler >> 16u) & 0xffffu; + + while(len != 0u) { + unsigned i; + /*at least 5552 sums can be done before the sums overflow, saving a lot of module divisions*/ + unsigned amount = len > 5552u ? 5552u : len; + len -= amount; + for(i = 0; i != amount; ++i) { + s1 += (*data++); + s2 += s1; + } + s1 %= 65521u; + s2 %= 65521u; + } + + return (s2 << 16u) | s1; +} + +/*Return the adler32 of the bytes data[0..len-1]*/ +static unsigned adler32(const unsigned char* data, unsigned len) { + return update_adler32(1u, data, len); +} + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Zlib / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_DECODER + +static unsigned lodepng_zlib_decompressv(ucvector* out, + const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings) { + unsigned error = 0; + unsigned CM, CINFO, FDICT; + + if(insize < 2) return 53; /*error, size of zlib data too small*/ + /*read information from zlib header*/ + if((in[0] * 256 + in[1]) % 31 != 0) { + /*error: 256 * in[0] + in[1] must be a multiple of 31, the FCHECK value is supposed to be made that way*/ + return 24; + } + + CM = in[0] & 15; + CINFO = (in[0] >> 4) & 15; + /*FCHECK = in[1] & 31;*/ /*FCHECK is already tested above*/ + FDICT = (in[1] >> 5) & 1; + /*FLEVEL = (in[1] >> 6) & 3;*/ /*FLEVEL is not used here*/ + + if(CM != 8 || CINFO > 7) { + /*error: only compression method 8: inflate with sliding window of 32k is supported by the PNG spec*/ + return 25; + } + if(FDICT != 0) { + /*error: the specification of PNG says about the zlib stream: + "The additional flags shall not specify a preset dictionary."*/ + return 26; + } + + error = inflatev(out, in + 2, insize - 2, settings); + if(error) return error; + + if(!settings->ignore_adler32) { + unsigned ADLER32 = lodepng_read32bitInt(&in[insize - 4]); + unsigned checksum = adler32(out->data, (unsigned)(out->size)); + if(checksum != ADLER32) return 58; /*error, adler checksum not correct, data must be corrupted*/ + } + + return 0; /*no error*/ +} + + +unsigned lodepng_zlib_decompress(unsigned char** out, size_t* outsize, const unsigned char* in, + size_t insize, const LodePNGDecompressSettings* settings) { + ucvector v = ucvector_init(*out, *outsize); + unsigned error = lodepng_zlib_decompressv(&v, in, insize, settings); + *out = v.data; + *outsize = v.size; + return error; +} + +/*expected_size is expected output size, to avoid intermediate allocations. Set to 0 if not known. */ +static unsigned zlib_decompress(unsigned char** out, size_t* outsize, size_t expected_size, + const unsigned char* in, size_t insize, const LodePNGDecompressSettings* settings) { + if(settings->custom_zlib) { + return settings->custom_zlib(out, outsize, in, insize, settings); + } else { + unsigned error; + ucvector v = ucvector_init(*out, *outsize); + if(expected_size) { + /*reserve the memory to avoid intermediate reallocations*/ + ucvector_resize(&v, *outsize + expected_size); + v.size = *outsize; + } + error = lodepng_zlib_decompressv(&v, in, insize, settings); + *out = v.data; + *outsize = v.size; + return error; + } +} + +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER + +unsigned lodepng_zlib_compress(unsigned char** out, size_t* outsize, const unsigned char* in, + size_t insize, const LodePNGCompressSettings* settings) { + size_t i; + unsigned error; + unsigned char* deflatedata = 0; + size_t deflatesize = 0; + + error = deflate(&deflatedata, &deflatesize, in, insize, settings); + + *out = NULL; + *outsize = 0; + if(!error) { + *outsize = deflatesize + 6; + *out = (unsigned char*)lodepng_malloc(*outsize); + if(!*out) error = 83; /*alloc fail*/ + } + + if(!error) { + unsigned ADLER32 = adler32(in, (unsigned)insize); + /*zlib data: 1 byte CMF (CM+CINFO), 1 byte FLG, deflate data, 4 byte ADLER32 checksum of the Decompressed data*/ + unsigned CMF = 120; /*0b01111000: CM 8, CINFO 7. With CINFO 7, any window size up to 32768 can be used.*/ + unsigned FLEVEL = 0; + unsigned FDICT = 0; + unsigned CMFFLG = 256 * CMF + FDICT * 32 + FLEVEL * 64; + unsigned FCHECK = 31 - CMFFLG % 31; + CMFFLG += FCHECK; + + (*out)[0] = (unsigned char)(CMFFLG >> 8); + (*out)[1] = (unsigned char)(CMFFLG & 255); + for(i = 0; i != deflatesize; ++i) (*out)[i + 2] = deflatedata[i]; + lodepng_set32bitInt(&(*out)[*outsize - 4], ADLER32); + } + + lodepng_free(deflatedata); + return error; +} + +/* compress using the default or custom zlib function */ +static unsigned zlib_compress(unsigned char** out, size_t* outsize, const unsigned char* in, + size_t insize, const LodePNGCompressSettings* settings) { + if(settings->custom_zlib) { + return settings->custom_zlib(out, outsize, in, insize, settings); + } else { + return lodepng_zlib_compress(out, outsize, in, insize, settings); + } +} + +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#else /*no LODEPNG_COMPILE_ZLIB*/ + +#ifdef LODEPNG_COMPILE_DECODER +static unsigned zlib_decompress(unsigned char** out, size_t* outsize, size_t expected_size, + const unsigned char* in, size_t insize, const LodePNGDecompressSettings* settings) { + if(!settings->custom_zlib) return 87; /*no custom zlib function provided */ + (void)expected_size; + return settings->custom_zlib(out, outsize, in, insize, settings); +} +#endif /*LODEPNG_COMPILE_DECODER*/ +#ifdef LODEPNG_COMPILE_ENCODER +static unsigned zlib_compress(unsigned char** out, size_t* outsize, const unsigned char* in, + size_t insize, const LodePNGCompressSettings* settings) { + if(!settings->custom_zlib) return 87; /*no custom zlib function provided */ + return settings->custom_zlib(out, outsize, in, insize, settings); +} +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#endif /*LODEPNG_COMPILE_ZLIB*/ + +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_ENCODER + +/*this is a good tradeoff between speed and compression ratio*/ +#define DEFAULT_WINDOWSIZE 2048 + +void lodepng_compress_settings_init(LodePNGCompressSettings* settings) { + /*compress with dynamic huffman tree (not in the mathematical sense, just not the predefined one)*/ + settings->btype = 2; + settings->use_lz77 = 1; + settings->windowsize = DEFAULT_WINDOWSIZE; + settings->minmatch = 3; + settings->nicematch = 128; + settings->lazymatching = 1; + + settings->custom_zlib = 0; + settings->custom_deflate = 0; + settings->custom_context = 0; +} + +const LodePNGCompressSettings lodepng_default_compress_settings = {2, 1, DEFAULT_WINDOWSIZE, 3, 128, 1, 0, 0, 0}; + + +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#ifdef LODEPNG_COMPILE_DECODER + +void lodepng_decompress_settings_init(LodePNGDecompressSettings* settings) { + settings->ignore_adler32 = 0; + settings->ignore_nlen = 0; + + settings->custom_zlib = 0; + settings->custom_inflate = 0; + settings->custom_context = 0; +} + +const LodePNGDecompressSettings lodepng_default_decompress_settings = {0, 0, 0, 0, 0}; + +#endif /*LODEPNG_COMPILE_DECODER*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* // End of Zlib related code. Begin of PNG related code. // */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_PNG + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / CRC32 / */ +/* ////////////////////////////////////////////////////////////////////////// */ + + +#ifndef LODEPNG_NO_COMPILE_CRC +/* CRC polynomial: 0xedb88320 */ +static unsigned lodepng_crc32_table[256] = { + 0u, 1996959894u, 3993919788u, 2567524794u, 124634137u, 1886057615u, 3915621685u, 2657392035u, + 249268274u, 2044508324u, 3772115230u, 2547177864u, 162941995u, 2125561021u, 3887607047u, 2428444049u, + 498536548u, 1789927666u, 4089016648u, 2227061214u, 450548861u, 1843258603u, 4107580753u, 2211677639u, + 325883990u, 1684777152u, 4251122042u, 2321926636u, 335633487u, 1661365465u, 4195302755u, 2366115317u, + 997073096u, 1281953886u, 3579855332u, 2724688242u, 1006888145u, 1258607687u, 3524101629u, 2768942443u, + 901097722u, 1119000684u, 3686517206u, 2898065728u, 853044451u, 1172266101u, 3705015759u, 2882616665u, + 651767980u, 1373503546u, 3369554304u, 3218104598u, 565507253u, 1454621731u, 3485111705u, 3099436303u, + 671266974u, 1594198024u, 3322730930u, 2970347812u, 795835527u, 1483230225u, 3244367275u, 3060149565u, + 1994146192u, 31158534u, 2563907772u, 4023717930u, 1907459465u, 112637215u, 2680153253u, 3904427059u, + 2013776290u, 251722036u, 2517215374u, 3775830040u, 2137656763u, 141376813u, 2439277719u, 3865271297u, + 1802195444u, 476864866u, 2238001368u, 4066508878u, 1812370925u, 453092731u, 2181625025u, 4111451223u, + 1706088902u, 314042704u, 2344532202u, 4240017532u, 1658658271u, 366619977u, 2362670323u, 4224994405u, + 1303535960u, 984961486u, 2747007092u, 3569037538u, 1256170817u, 1037604311u, 2765210733u, 3554079995u, + 1131014506u, 879679996u, 2909243462u, 3663771856u, 1141124467u, 855842277u, 2852801631u, 3708648649u, + 1342533948u, 654459306u, 3188396048u, 3373015174u, 1466479909u, 544179635u, 3110523913u, 3462522015u, + 1591671054u, 702138776u, 2966460450u, 3352799412u, 1504918807u, 783551873u, 3082640443u, 3233442989u, + 3988292384u, 2596254646u, 62317068u, 1957810842u, 3939845945u, 2647816111u, 81470997u, 1943803523u, + 3814918930u, 2489596804u, 225274430u, 2053790376u, 3826175755u, 2466906013u, 167816743u, 2097651377u, + 4027552580u, 2265490386u, 503444072u, 1762050814u, 4150417245u, 2154129355u, 426522225u, 1852507879u, + 4275313526u, 2312317920u, 282753626u, 1742555852u, 4189708143u, 2394877945u, 397917763u, 1622183637u, + 3604390888u, 2714866558u, 953729732u, 1340076626u, 3518719985u, 2797360999u, 1068828381u, 1219638859u, + 3624741850u, 2936675148u, 906185462u, 1090812512u, 3747672003u, 2825379669u, 829329135u, 1181335161u, + 3412177804u, 3160834842u, 628085408u, 1382605366u, 3423369109u, 3138078467u, 570562233u, 1426400815u, + 3317316542u, 2998733608u, 733239954u, 1555261956u, 3268935591u, 3050360625u, 752459403u, 1541320221u, + 2607071920u, 3965973030u, 1969922972u, 40735498u, 2617837225u, 3943577151u, 1913087877u, 83908371u, + 2512341634u, 3803740692u, 2075208622u, 213261112u, 2463272603u, 3855990285u, 2094854071u, 198958881u, + 2262029012u, 4057260610u, 1759359992u, 534414190u, 2176718541u, 4139329115u, 1873836001u, 414664567u, + 2282248934u, 4279200368u, 1711684554u, 285281116u, 2405801727u, 4167216745u, 1634467795u, 376229701u, + 2685067896u, 3608007406u, 1308918612u, 956543938u, 2808555105u, 3495958263u, 1231636301u, 1047427035u, + 2932959818u, 3654703836u, 1088359270u, 936918000u, 2847714899u, 3736837829u, 1202900863u, 817233897u, + 3183342108u, 3401237130u, 1404277552u, 615818150u, 3134207493u, 3453421203u, 1423857449u, 601450431u, + 3009837614u, 3294710456u, 1567103746u, 711928724u, 3020668471u, 3272380065u, 1510334235u, 755167117u +}; + +/*Return the CRC of the bytes buf[0..len-1].*/ +unsigned lodepng_crc32(const unsigned char* data, size_t length) { + unsigned r = 0xffffffffu; + size_t i; + for(i = 0; i < length; ++i) { + r = lodepng_crc32_table[(r ^ data[i]) & 0xffu] ^ (r >> 8u); + } + return r ^ 0xffffffffu; +} +#else /* !LODEPNG_NO_COMPILE_CRC */ +unsigned lodepng_crc32(const unsigned char* data, size_t length); +#endif /* !LODEPNG_NO_COMPILE_CRC */ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Reading and writing PNG color channel bits / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +/* The color channel bits of less-than-8-bit pixels are read with the MSB of bytes first, +so LodePNGBitWriter and LodePNGBitReader can't be used for those. */ + +static unsigned char readBitFromReversedStream(size_t* bitpointer, const unsigned char* bitstream) { + unsigned char result = (unsigned char)((bitstream[(*bitpointer) >> 3] >> (7 - ((*bitpointer) & 0x7))) & 1); + ++(*bitpointer); + return result; +} + +/* TODO: make this faster */ +static unsigned readBitsFromReversedStream(size_t* bitpointer, const unsigned char* bitstream, size_t nbits) { + unsigned result = 0; + size_t i; + for(i = 0 ; i < nbits; ++i) { + result <<= 1u; + result |= (unsigned)readBitFromReversedStream(bitpointer, bitstream); + } + return result; +} + +static void setBitOfReversedStream(size_t* bitpointer, unsigned char* bitstream, unsigned char bit) { + /*the current bit in bitstream may be 0 or 1 for this to work*/ + if(bit == 0) bitstream[(*bitpointer) >> 3u] &= (unsigned char)(~(1u << (7u - ((*bitpointer) & 7u)))); + else bitstream[(*bitpointer) >> 3u] |= (1u << (7u - ((*bitpointer) & 7u))); + ++(*bitpointer); +} + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / PNG chunks / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +unsigned lodepng_chunk_length(const unsigned char* chunk) { + return lodepng_read32bitInt(&chunk[0]); +} + +void lodepng_chunk_type(char type[5], const unsigned char* chunk) { + unsigned i; + for(i = 0; i != 4; ++i) type[i] = (char)chunk[4 + i]; + type[4] = 0; /*null termination char*/ +} + +unsigned char lodepng_chunk_type_equals(const unsigned char* chunk, const char* type) { + if(lodepng_strlen(type) != 4) return 0; + return (chunk[4] == type[0] && chunk[5] == type[1] && chunk[6] == type[2] && chunk[7] == type[3]); +} + +unsigned char lodepng_chunk_ancillary(const unsigned char* chunk) { + return((chunk[4] & 32) != 0); +} + +unsigned char lodepng_chunk_private(const unsigned char* chunk) { + return((chunk[6] & 32) != 0); +} + +unsigned char lodepng_chunk_safetocopy(const unsigned char* chunk) { + return((chunk[7] & 32) != 0); +} + +unsigned char* lodepng_chunk_data(unsigned char* chunk) { + return &chunk[8]; +} + +const unsigned char* lodepng_chunk_data_const(const unsigned char* chunk) { + return &chunk[8]; +} + +unsigned lodepng_chunk_check_crc(const unsigned char* chunk) { + unsigned length = lodepng_chunk_length(chunk); + unsigned CRC = lodepng_read32bitInt(&chunk[length + 8]); + /*the CRC is taken of the data and the 4 chunk type letters, not the length*/ + unsigned checksum = lodepng_crc32(&chunk[4], length + 4); + if(CRC != checksum) return 1; + else return 0; +} + +void lodepng_chunk_generate_crc(unsigned char* chunk) { + unsigned length = lodepng_chunk_length(chunk); + unsigned CRC = lodepng_crc32(&chunk[4], length + 4); + lodepng_set32bitInt(chunk + 8 + length, CRC); +} + +unsigned char* lodepng_chunk_next(unsigned char* chunk, unsigned char* end) { + if(chunk >= end || end - chunk < 12) return end; /*too small to contain a chunk*/ + if(chunk[0] == 0x89 && chunk[1] == 0x50 && chunk[2] == 0x4e && chunk[3] == 0x47 + && chunk[4] == 0x0d && chunk[5] == 0x0a && chunk[6] == 0x1a && chunk[7] == 0x0a) { + /* Is PNG magic header at start of PNG file. Jump to first actual chunk. */ + return chunk + 8; + } else { + size_t total_chunk_length; + unsigned char* result; + if(lodepng_addofl(lodepng_chunk_length(chunk), 12, &total_chunk_length)) return end; + result = chunk + total_chunk_length; + if(result < chunk) return end; /*pointer overflow*/ + return result; + } +} + +const unsigned char* lodepng_chunk_next_const(const unsigned char* chunk, const unsigned char* end) { + if(chunk >= end || end - chunk < 12) return end; /*too small to contain a chunk*/ + if(chunk[0] == 0x89 && chunk[1] == 0x50 && chunk[2] == 0x4e && chunk[3] == 0x47 + && chunk[4] == 0x0d && chunk[5] == 0x0a && chunk[6] == 0x1a && chunk[7] == 0x0a) { + /* Is PNG magic header at start of PNG file. Jump to first actual chunk. */ + return chunk + 8; + } else { + size_t total_chunk_length; + const unsigned char* result; + if(lodepng_addofl(lodepng_chunk_length(chunk), 12, &total_chunk_length)) return end; + result = chunk + total_chunk_length; + if(result < chunk) return end; /*pointer overflow*/ + return result; + } +} + +unsigned char* lodepng_chunk_find(unsigned char* chunk, unsigned char* end, const char type[5]) { + for(;;) { + if(chunk >= end || end - chunk < 12) return 0; /* past file end: chunk + 12 > end */ + if(lodepng_chunk_type_equals(chunk, type)) return chunk; + chunk = lodepng_chunk_next(chunk, end); + } +} + +const unsigned char* lodepng_chunk_find_const(const unsigned char* chunk, const unsigned char* end, const char type[5]) { + for(;;) { + if(chunk >= end || end - chunk < 12) return 0; /* past file end: chunk + 12 > end */ + if(lodepng_chunk_type_equals(chunk, type)) return chunk; + chunk = lodepng_chunk_next_const(chunk, end); + } +} + +unsigned lodepng_chunk_append(unsigned char** out, size_t* outsize, const unsigned char* chunk) { + unsigned i; + size_t total_chunk_length, new_length; + unsigned char *chunk_start, *new_buffer; + + if(lodepng_addofl(lodepng_chunk_length(chunk), 12, &total_chunk_length)) return 77; + if(lodepng_addofl(*outsize, total_chunk_length, &new_length)) return 77; + + new_buffer = (unsigned char*)lodepng_realloc(*out, new_length); + if(!new_buffer) return 83; /*alloc fail*/ + (*out) = new_buffer; + (*outsize) = new_length; + chunk_start = &(*out)[new_length - total_chunk_length]; + + for(i = 0; i != total_chunk_length; ++i) chunk_start[i] = chunk[i]; + + return 0; +} + +/*Sets length and name and allocates the space for data and crc but does not +set data or crc yet. Returns the start of the chunk in chunk. The start of +the data is at chunk + 8. To finalize chunk, add the data, then use +lodepng_chunk_generate_crc */ +static unsigned lodepng_chunk_init(unsigned char** chunk, + ucvector* out, + unsigned length, const char* type) { + size_t new_length = out->size; + if(lodepng_addofl(new_length, length, &new_length)) return 77; + if(lodepng_addofl(new_length, 12, &new_length)) return 77; + if(!ucvector_resize(out, new_length)) return 83; /*alloc fail*/ + *chunk = out->data + new_length - length - 12u; + + /*1: length*/ + lodepng_set32bitInt(*chunk, length); + + /*2: chunk name (4 letters)*/ + lodepng_memcpy(*chunk + 4, type, 4); + + return 0; +} + +/* like lodepng_chunk_create but with custom allocsize */ +static unsigned lodepng_chunk_createv(ucvector* out, + unsigned length, const char* type, const unsigned char* data) { + unsigned char* chunk; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, length, type)); + + /*3: the data*/ + lodepng_memcpy(chunk + 8, data, length); + + /*4: CRC (of the chunkname characters and the data)*/ + lodepng_chunk_generate_crc(chunk); + + return 0; +} + +unsigned lodepng_chunk_create(unsigned char** out, size_t* outsize, + unsigned length, const char* type, const unsigned char* data) { + ucvector v = ucvector_init(*out, *outsize); + unsigned error = lodepng_chunk_createv(&v, length, type, data); + *out = v.data; + *outsize = v.size; + return error; +} + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / Color types, channels, bits / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +/*checks if the colortype is valid and the bitdepth bd is allowed for this colortype. +Return value is a LodePNG error code.*/ +static unsigned checkColorValidity(LodePNGColorType colortype, unsigned bd) { + switch(colortype) { + case LCT_GREY: if(!(bd == 1 || bd == 2 || bd == 4 || bd == 8 || bd == 16)) return 37; break; + case LCT_RGB: if(!( bd == 8 || bd == 16)) return 37; break; + case LCT_PALETTE: if(!(bd == 1 || bd == 2 || bd == 4 || bd == 8 )) return 37; break; + case LCT_GREY_ALPHA: if(!( bd == 8 || bd == 16)) return 37; break; + case LCT_RGBA: if(!( bd == 8 || bd == 16)) return 37; break; + case LCT_MAX_OCTET_VALUE: return 31; /* invalid color type */ + default: return 31; /* invalid color type */ + } + return 0; /*allowed color type / bits combination*/ +} + +static unsigned getNumColorChannels(LodePNGColorType colortype) { + switch(colortype) { + case LCT_GREY: return 1; + case LCT_RGB: return 3; + case LCT_PALETTE: return 1; + case LCT_GREY_ALPHA: return 2; + case LCT_RGBA: return 4; + case LCT_MAX_OCTET_VALUE: return 0; /* invalid color type */ + default: return 0; /*invalid color type*/ + } +} + +static unsigned lodepng_get_bpp_lct(LodePNGColorType colortype, unsigned bitdepth) { + /*bits per pixel is amount of channels * bits per channel*/ + return getNumColorChannels(colortype) * bitdepth; +} + +/* ////////////////////////////////////////////////////////////////////////// */ + +void lodepng_color_mode_init(LodePNGColorMode* info) { + info->key_defined = 0; + info->key_r = info->key_g = info->key_b = 0; + info->colortype = LCT_RGBA; + info->bitdepth = 8; + info->palette = 0; + info->palettesize = 0; +} + +/*allocates palette memory if needed, and initializes all colors to black*/ +static void lodepng_color_mode_alloc_palette(LodePNGColorMode* info) { + size_t i; + /*if the palette is already allocated, it will have size 1024 so no reallocation needed in that case*/ + /*the palette must have room for up to 256 colors with 4 bytes each.*/ + if(!info->palette) info->palette = (unsigned char*)lodepng_malloc(1024); + if(!info->palette) return; /*alloc fail*/ + for(i = 0; i != 256; ++i) { + /*Initialize all unused colors with black, the value used for invalid palette indices. + This is an error according to the PNG spec, but common PNG decoders make it black instead. + That makes color conversion slightly faster due to no error handling needed.*/ + info->palette[i * 4 + 0] = 0; + info->palette[i * 4 + 1] = 0; + info->palette[i * 4 + 2] = 0; + info->palette[i * 4 + 3] = 255; + } +} + +void lodepng_color_mode_cleanup(LodePNGColorMode* info) { + lodepng_palette_clear(info); +} + +unsigned lodepng_color_mode_copy(LodePNGColorMode* dest, const LodePNGColorMode* source) { + lodepng_color_mode_cleanup(dest); + lodepng_memcpy(dest, source, sizeof(LodePNGColorMode)); + if(source->palette) { + dest->palette = (unsigned char*)lodepng_malloc(1024); + if(!dest->palette && source->palettesize) return 83; /*alloc fail*/ + lodepng_memcpy(dest->palette, source->palette, source->palettesize * 4); + } + return 0; +} + +LodePNGColorMode lodepng_color_mode_make(LodePNGColorType colortype, unsigned bitdepth) { + LodePNGColorMode result; + lodepng_color_mode_init(&result); + result.colortype = colortype; + result.bitdepth = bitdepth; + return result; +} + +static int lodepng_color_mode_equal(const LodePNGColorMode* a, const LodePNGColorMode* b) { + size_t i; + if(a->colortype != b->colortype) return 0; + if(a->bitdepth != b->bitdepth) return 0; + if(a->key_defined != b->key_defined) return 0; + if(a->key_defined) { + if(a->key_r != b->key_r) return 0; + if(a->key_g != b->key_g) return 0; + if(a->key_b != b->key_b) return 0; + } + if(a->palettesize != b->palettesize) return 0; + for(i = 0; i != a->palettesize * 4; ++i) { + if(a->palette[i] != b->palette[i]) return 0; + } + return 1; +} + +void lodepng_palette_clear(LodePNGColorMode* info) { + if(info->palette) lodepng_free(info->palette); + info->palette = 0; + info->palettesize = 0; +} + +unsigned lodepng_palette_add(LodePNGColorMode* info, + unsigned char r, unsigned char g, unsigned char b, unsigned char a) { + if(!info->palette) /*allocate palette if empty*/ { + lodepng_color_mode_alloc_palette(info); + if(!info->palette) return 83; /*alloc fail*/ + } + if(info->palettesize >= 256) { + return 108; /*too many palette values*/ + } + info->palette[4 * info->palettesize + 0] = r; + info->palette[4 * info->palettesize + 1] = g; + info->palette[4 * info->palettesize + 2] = b; + info->palette[4 * info->palettesize + 3] = a; + ++info->palettesize; + return 0; +} + +/*calculate bits per pixel out of colortype and bitdepth*/ +unsigned lodepng_get_bpp(const LodePNGColorMode* info) { + return lodepng_get_bpp_lct(info->colortype, info->bitdepth); +} + +unsigned lodepng_get_channels(const LodePNGColorMode* info) { + return getNumColorChannels(info->colortype); +} + +unsigned lodepng_is_greyscale_type(const LodePNGColorMode* info) { + return info->colortype == LCT_GREY || info->colortype == LCT_GREY_ALPHA; +} + +unsigned lodepng_is_alpha_type(const LodePNGColorMode* info) { + return (info->colortype & 4) != 0; /*4 or 6*/ +} + +unsigned lodepng_is_palette_type(const LodePNGColorMode* info) { + return info->colortype == LCT_PALETTE; +} + +unsigned lodepng_has_palette_alpha(const LodePNGColorMode* info) { + size_t i; + for(i = 0; i != info->palettesize; ++i) { + if(info->palette[i * 4 + 3] < 255) return 1; + } + return 0; +} + +unsigned lodepng_can_have_alpha(const LodePNGColorMode* info) { + return info->key_defined + || lodepng_is_alpha_type(info) + || lodepng_has_palette_alpha(info); +} + +static size_t lodepng_get_raw_size_lct(unsigned w, unsigned h, LodePNGColorType colortype, unsigned bitdepth) { + size_t bpp = lodepng_get_bpp_lct(colortype, bitdepth); + size_t n = (size_t)w * (size_t)h; + return ((n / 8u) * bpp) + ((n & 7u) * bpp + 7u) / 8u; +} + +size_t lodepng_get_raw_size(unsigned w, unsigned h, const LodePNGColorMode* color) { + return lodepng_get_raw_size_lct(w, h, color->colortype, color->bitdepth); +} + + +#ifdef LODEPNG_COMPILE_PNG + +/*in an idat chunk, each scanline is a multiple of 8 bits, unlike the lodepng output buffer, +and in addition has one extra byte per line: the filter byte. So this gives a larger +result than lodepng_get_raw_size. Set h to 1 to get the size of 1 row including filter byte. */ +static size_t lodepng_get_raw_size_idat(unsigned w, unsigned h, unsigned bpp) { + /* + 1 for the filter byte, and possibly plus padding bits per line. */ + /* Ignoring casts, the expression is equal to (w * bpp + 7) / 8 + 1, but avoids overflow of w * bpp */ + size_t line = ((size_t)(w / 8u) * bpp) + 1u + ((w & 7u) * bpp + 7u) / 8u; + return (size_t)h * line; +} + +#ifdef LODEPNG_COMPILE_DECODER +/*Safely checks whether size_t overflow can be caused due to amount of pixels. +This check is overcautious rather than precise. If this check indicates no overflow, +you can safely compute in a size_t (but not an unsigned): +-(size_t)w * (size_t)h * 8 +-amount of bytes in IDAT (including filter, padding and Adam7 bytes) +-amount of bytes in raw color model +Returns 1 if overflow possible, 0 if not. +*/ +static int lodepng_pixel_overflow(unsigned w, unsigned h, + const LodePNGColorMode* pngcolor, const LodePNGColorMode* rawcolor) { + size_t bpp = LODEPNG_MAX(lodepng_get_bpp(pngcolor), lodepng_get_bpp(rawcolor)); + size_t numpixels, total; + size_t line; /* bytes per line in worst case */ + + if(lodepng_mulofl((size_t)w, (size_t)h, &numpixels)) return 1; + if(lodepng_mulofl(numpixels, 8, &total)) return 1; /* bit pointer with 8-bit color, or 8 bytes per channel color */ + + /* Bytes per scanline with the expression "(w / 8u) * bpp) + ((w & 7u) * bpp + 7u) / 8u" */ + if(lodepng_mulofl((size_t)(w / 8u), bpp, &line)) return 1; + if(lodepng_addofl(line, ((w & 7u) * bpp + 7u) / 8u, &line)) return 1; + + if(lodepng_addofl(line, 5, &line)) return 1; /* 5 bytes overhead per line: 1 filterbyte, 4 for Adam7 worst case */ + if(lodepng_mulofl(line, h, &total)) return 1; /* Total bytes in worst case */ + + return 0; /* no overflow */ +} +#endif /*LODEPNG_COMPILE_DECODER*/ +#endif /*LODEPNG_COMPILE_PNG*/ + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + +static void LodePNGUnknownChunks_init(LodePNGInfo* info) { + unsigned i; + for(i = 0; i != 3; ++i) info->unknown_chunks_data[i] = 0; + for(i = 0; i != 3; ++i) info->unknown_chunks_size[i] = 0; +} + +static void LodePNGUnknownChunks_cleanup(LodePNGInfo* info) { + unsigned i; + for(i = 0; i != 3; ++i) lodepng_free(info->unknown_chunks_data[i]); +} + +static unsigned LodePNGUnknownChunks_copy(LodePNGInfo* dest, const LodePNGInfo* src) { + unsigned i; + + LodePNGUnknownChunks_cleanup(dest); + + for(i = 0; i != 3; ++i) { + size_t j; + dest->unknown_chunks_size[i] = src->unknown_chunks_size[i]; + dest->unknown_chunks_data[i] = (unsigned char*)lodepng_malloc(src->unknown_chunks_size[i]); + if(!dest->unknown_chunks_data[i] && dest->unknown_chunks_size[i]) return 83; /*alloc fail*/ + for(j = 0; j < src->unknown_chunks_size[i]; ++j) { + dest->unknown_chunks_data[i][j] = src->unknown_chunks_data[i][j]; + } + } + + return 0; +} + +/******************************************************************************/ + +static void LodePNGText_init(LodePNGInfo* info) { + info->text_num = 0; + info->text_keys = NULL; + info->text_strings = NULL; +} + +static void LodePNGText_cleanup(LodePNGInfo* info) { + size_t i; + for(i = 0; i != info->text_num; ++i) { + string_cleanup(&info->text_keys[i]); + string_cleanup(&info->text_strings[i]); + } + lodepng_free(info->text_keys); + lodepng_free(info->text_strings); +} + +static unsigned LodePNGText_copy(LodePNGInfo* dest, const LodePNGInfo* source) { + size_t i = 0; + dest->text_keys = 0; + dest->text_strings = 0; + dest->text_num = 0; + for(i = 0; i != source->text_num; ++i) { + CERROR_TRY_RETURN(lodepng_add_text(dest, source->text_keys[i], source->text_strings[i])); + } + return 0; +} + +static unsigned lodepng_add_text_sized(LodePNGInfo* info, const char* key, const char* str, size_t size) { + char** new_keys = (char**)(lodepng_realloc(info->text_keys, sizeof(char*) * (info->text_num + 1))); + char** new_strings = (char**)(lodepng_realloc(info->text_strings, sizeof(char*) * (info->text_num + 1))); + + if(new_keys) info->text_keys = new_keys; + if(new_strings) info->text_strings = new_strings; + + if(!new_keys || !new_strings) return 83; /*alloc fail*/ + + ++info->text_num; + info->text_keys[info->text_num - 1] = alloc_string(key); + info->text_strings[info->text_num - 1] = alloc_string_sized(str, size); + if(!info->text_keys[info->text_num - 1] || !info->text_strings[info->text_num - 1]) return 83; /*alloc fail*/ + + return 0; +} + +unsigned lodepng_add_text(LodePNGInfo* info, const char* key, const char* str) { + return lodepng_add_text_sized(info, key, str, lodepng_strlen(str)); +} + +void lodepng_clear_text(LodePNGInfo* info) { + LodePNGText_cleanup(info); +} + +/******************************************************************************/ + +static void LodePNGIText_init(LodePNGInfo* info) { + info->itext_num = 0; + info->itext_keys = NULL; + info->itext_langtags = NULL; + info->itext_transkeys = NULL; + info->itext_strings = NULL; +} + +static void LodePNGIText_cleanup(LodePNGInfo* info) { + size_t i; + for(i = 0; i != info->itext_num; ++i) { + string_cleanup(&info->itext_keys[i]); + string_cleanup(&info->itext_langtags[i]); + string_cleanup(&info->itext_transkeys[i]); + string_cleanup(&info->itext_strings[i]); + } + lodepng_free(info->itext_keys); + lodepng_free(info->itext_langtags); + lodepng_free(info->itext_transkeys); + lodepng_free(info->itext_strings); +} + +static unsigned LodePNGIText_copy(LodePNGInfo* dest, const LodePNGInfo* source) { + size_t i = 0; + dest->itext_keys = 0; + dest->itext_langtags = 0; + dest->itext_transkeys = 0; + dest->itext_strings = 0; + dest->itext_num = 0; + for(i = 0; i != source->itext_num; ++i) { + CERROR_TRY_RETURN(lodepng_add_itext(dest, source->itext_keys[i], source->itext_langtags[i], + source->itext_transkeys[i], source->itext_strings[i])); + } + return 0; +} + +void lodepng_clear_itext(LodePNGInfo* info) { + LodePNGIText_cleanup(info); +} + +static unsigned lodepng_add_itext_sized(LodePNGInfo* info, const char* key, const char* langtag, + const char* transkey, const char* str, size_t size) { + char** new_keys = (char**)(lodepng_realloc(info->itext_keys, sizeof(char*) * (info->itext_num + 1))); + char** new_langtags = (char**)(lodepng_realloc(info->itext_langtags, sizeof(char*) * (info->itext_num + 1))); + char** new_transkeys = (char**)(lodepng_realloc(info->itext_transkeys, sizeof(char*) * (info->itext_num + 1))); + char** new_strings = (char**)(lodepng_realloc(info->itext_strings, sizeof(char*) * (info->itext_num + 1))); + + if(new_keys) info->itext_keys = new_keys; + if(new_langtags) info->itext_langtags = new_langtags; + if(new_transkeys) info->itext_transkeys = new_transkeys; + if(new_strings) info->itext_strings = new_strings; + + if(!new_keys || !new_langtags || !new_transkeys || !new_strings) return 83; /*alloc fail*/ + + ++info->itext_num; + + info->itext_keys[info->itext_num - 1] = alloc_string(key); + info->itext_langtags[info->itext_num - 1] = alloc_string(langtag); + info->itext_transkeys[info->itext_num - 1] = alloc_string(transkey); + info->itext_strings[info->itext_num - 1] = alloc_string_sized(str, size); + + return 0; +} + +unsigned lodepng_add_itext(LodePNGInfo* info, const char* key, const char* langtag, + const char* transkey, const char* str) { + return lodepng_add_itext_sized(info, key, langtag, transkey, str, lodepng_strlen(str)); +} + +/* same as set but does not delete */ +static unsigned lodepng_assign_icc(LodePNGInfo* info, const char* name, const unsigned char* profile, unsigned profile_size) { + if(profile_size == 0) return 100; /*invalid ICC profile size*/ + + info->iccp_name = alloc_string(name); + info->iccp_profile = (unsigned char*)lodepng_malloc(profile_size); + + if(!info->iccp_name || !info->iccp_profile) return 83; /*alloc fail*/ + + lodepng_memcpy(info->iccp_profile, profile, profile_size); + info->iccp_profile_size = profile_size; + + return 0; /*ok*/ +} + +unsigned lodepng_set_icc(LodePNGInfo* info, const char* name, const unsigned char* profile, unsigned profile_size) { + if(info->iccp_name) lodepng_clear_icc(info); + info->iccp_defined = 1; + + return lodepng_assign_icc(info, name, profile, profile_size); +} + +void lodepng_clear_icc(LodePNGInfo* info) { + string_cleanup(&info->iccp_name); + lodepng_free(info->iccp_profile); + info->iccp_profile = NULL; + info->iccp_profile_size = 0; + info->iccp_defined = 0; +} +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +void lodepng_info_init(LodePNGInfo* info) { + lodepng_color_mode_init(&info->color); + info->interlace_method = 0; + info->compression_method = 0; + info->filter_method = 0; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + info->background_defined = 0; + info->background_r = info->background_g = info->background_b = 0; + + LodePNGText_init(info); + LodePNGIText_init(info); + + info->time_defined = 0; + info->phys_defined = 0; + + info->gama_defined = 0; + info->chrm_defined = 0; + info->srgb_defined = 0; + info->iccp_defined = 0; + info->iccp_name = NULL; + info->iccp_profile = NULL; + + LodePNGUnknownChunks_init(info); +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} + +void lodepng_info_cleanup(LodePNGInfo* info) { + lodepng_color_mode_cleanup(&info->color); +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + LodePNGText_cleanup(info); + LodePNGIText_cleanup(info); + + lodepng_clear_icc(info); + + LodePNGUnknownChunks_cleanup(info); +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} + +unsigned lodepng_info_copy(LodePNGInfo* dest, const LodePNGInfo* source) { + lodepng_info_cleanup(dest); + lodepng_memcpy(dest, source, sizeof(LodePNGInfo)); + lodepng_color_mode_init(&dest->color); + CERROR_TRY_RETURN(lodepng_color_mode_copy(&dest->color, &source->color)); + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + CERROR_TRY_RETURN(LodePNGText_copy(dest, source)); + CERROR_TRY_RETURN(LodePNGIText_copy(dest, source)); + if(source->iccp_defined) { + CERROR_TRY_RETURN(lodepng_assign_icc(dest, source->iccp_name, source->iccp_profile, source->iccp_profile_size)); + } + + LodePNGUnknownChunks_init(dest); + CERROR_TRY_RETURN(LodePNGUnknownChunks_copy(dest, source)); +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + return 0; +} + +/* ////////////////////////////////////////////////////////////////////////// */ + +/*index: bitgroup index, bits: bitgroup size(1, 2 or 4), in: bitgroup value, out: octet array to add bits to*/ +static void addColorBits(unsigned char* out, size_t index, unsigned bits, unsigned in) { + unsigned m = bits == 1 ? 7 : bits == 2 ? 3 : 1; /*8 / bits - 1*/ + /*p = the partial index in the byte, e.g. with 4 palettebits it is 0 for first half or 1 for second half*/ + unsigned p = index & m; + in &= (1u << bits) - 1u; /*filter out any other bits of the input value*/ + in = in << (bits * (m - p)); + if(p == 0) out[index * bits / 8u] = in; + else out[index * bits / 8u] |= in; +} + +typedef struct ColorTree ColorTree; + +/* +One node of a color tree +This is the data structure used to count the number of unique colors and to get a palette +index for a color. It's like an octree, but because the alpha channel is used too, each +node has 16 instead of 8 children. +*/ +struct ColorTree { + ColorTree* children[16]; /*up to 16 pointers to ColorTree of next level*/ + int index; /*the payload. Only has a meaningful value if this is in the last level*/ +}; + +static void color_tree_init(ColorTree* tree) { + lodepng_memset(tree->children, 0, 16 * sizeof(*tree->children)); + tree->index = -1; +} + +static void color_tree_cleanup(ColorTree* tree) { + int i; + for(i = 0; i != 16; ++i) { + if(tree->children[i]) { + color_tree_cleanup(tree->children[i]); + lodepng_free(tree->children[i]); + } + } +} + +/*returns -1 if color not present, its index otherwise*/ +static int color_tree_get(ColorTree* tree, unsigned char r, unsigned char g, unsigned char b, unsigned char a) { + int bit = 0; + for(bit = 0; bit < 8; ++bit) { + int i = 8 * ((r >> bit) & 1) + 4 * ((g >> bit) & 1) + 2 * ((b >> bit) & 1) + 1 * ((a >> bit) & 1); + if(!tree->children[i]) return -1; + else tree = tree->children[i]; + } + return tree ? tree->index : -1; +} + +#ifdef LODEPNG_COMPILE_ENCODER +static int color_tree_has(ColorTree* tree, unsigned char r, unsigned char g, unsigned char b, unsigned char a) { + return color_tree_get(tree, r, g, b, a) >= 0; +} +#endif /*LODEPNG_COMPILE_ENCODER*/ + +/*color is not allowed to already exist. +Index should be >= 0 (it's signed to be compatible with using -1 for "doesn't exist") +Returns error code, or 0 if ok*/ +static unsigned color_tree_add(ColorTree* tree, + unsigned char r, unsigned char g, unsigned char b, unsigned char a, unsigned index) { + int bit; + for(bit = 0; bit < 8; ++bit) { + int i = 8 * ((r >> bit) & 1) + 4 * ((g >> bit) & 1) + 2 * ((b >> bit) & 1) + 1 * ((a >> bit) & 1); + if(!tree->children[i]) { + tree->children[i] = (ColorTree*)lodepng_malloc(sizeof(ColorTree)); + if(!tree->children[i]) return 83; /*alloc fail*/ + color_tree_init(tree->children[i]); + } + tree = tree->children[i]; + } + tree->index = (int)index; + return 0; +} + +/*put a pixel, given its RGBA color, into image of any color type*/ +static unsigned rgba8ToPixel(unsigned char* out, size_t i, + const LodePNGColorMode* mode, ColorTree* tree /*for palette*/, + unsigned char r, unsigned char g, unsigned char b, unsigned char a) { + if(mode->colortype == LCT_GREY) { + unsigned char gray = r; /*((unsigned short)r + g + b) / 3u;*/ + if(mode->bitdepth == 8) out[i] = gray; + else if(mode->bitdepth == 16) out[i * 2 + 0] = out[i * 2 + 1] = gray; + else { + /*take the most significant bits of gray*/ + gray = ((unsigned)gray >> (8u - mode->bitdepth)) & ((1u << mode->bitdepth) - 1u); + addColorBits(out, i, mode->bitdepth, gray); + } + } else if(mode->colortype == LCT_RGB) { + if(mode->bitdepth == 8) { + out[i * 3 + 0] = r; + out[i * 3 + 1] = g; + out[i * 3 + 2] = b; + } else { + out[i * 6 + 0] = out[i * 6 + 1] = r; + out[i * 6 + 2] = out[i * 6 + 3] = g; + out[i * 6 + 4] = out[i * 6 + 5] = b; + } + } else if(mode->colortype == LCT_PALETTE) { + int index = color_tree_get(tree, r, g, b, a); + if(index < 0) return 82; /*color not in palette*/ + if(mode->bitdepth == 8) out[i] = index; + else addColorBits(out, i, mode->bitdepth, (unsigned)index); + } else if(mode->colortype == LCT_GREY_ALPHA) { + unsigned char gray = r; /*((unsigned short)r + g + b) / 3u;*/ + if(mode->bitdepth == 8) { + out[i * 2 + 0] = gray; + out[i * 2 + 1] = a; + } else if(mode->bitdepth == 16) { + out[i * 4 + 0] = out[i * 4 + 1] = gray; + out[i * 4 + 2] = out[i * 4 + 3] = a; + } + } else if(mode->colortype == LCT_RGBA) { + if(mode->bitdepth == 8) { + out[i * 4 + 0] = r; + out[i * 4 + 1] = g; + out[i * 4 + 2] = b; + out[i * 4 + 3] = a; + } else { + out[i * 8 + 0] = out[i * 8 + 1] = r; + out[i * 8 + 2] = out[i * 8 + 3] = g; + out[i * 8 + 4] = out[i * 8 + 5] = b; + out[i * 8 + 6] = out[i * 8 + 7] = a; + } + } + + return 0; /*no error*/ +} + +/*put a pixel, given its RGBA16 color, into image of any color 16-bitdepth type*/ +static void rgba16ToPixel(unsigned char* out, size_t i, + const LodePNGColorMode* mode, + unsigned short r, unsigned short g, unsigned short b, unsigned short a) { + if(mode->colortype == LCT_GREY) { + unsigned short gray = r; /*((unsigned)r + g + b) / 3u;*/ + out[i * 2 + 0] = (gray >> 8) & 255; + out[i * 2 + 1] = gray & 255; + } else if(mode->colortype == LCT_RGB) { + out[i * 6 + 0] = (r >> 8) & 255; + out[i * 6 + 1] = r & 255; + out[i * 6 + 2] = (g >> 8) & 255; + out[i * 6 + 3] = g & 255; + out[i * 6 + 4] = (b >> 8) & 255; + out[i * 6 + 5] = b & 255; + } else if(mode->colortype == LCT_GREY_ALPHA) { + unsigned short gray = r; /*((unsigned)r + g + b) / 3u;*/ + out[i * 4 + 0] = (gray >> 8) & 255; + out[i * 4 + 1] = gray & 255; + out[i * 4 + 2] = (a >> 8) & 255; + out[i * 4 + 3] = a & 255; + } else if(mode->colortype == LCT_RGBA) { + out[i * 8 + 0] = (r >> 8) & 255; + out[i * 8 + 1] = r & 255; + out[i * 8 + 2] = (g >> 8) & 255; + out[i * 8 + 3] = g & 255; + out[i * 8 + 4] = (b >> 8) & 255; + out[i * 8 + 5] = b & 255; + out[i * 8 + 6] = (a >> 8) & 255; + out[i * 8 + 7] = a & 255; + } +} + +/*Get RGBA8 color of pixel with index i (y * width + x) from the raw image with given color type.*/ +static void getPixelColorRGBA8(unsigned char* r, unsigned char* g, + unsigned char* b, unsigned char* a, + const unsigned char* in, size_t i, + const LodePNGColorMode* mode) { + if(mode->colortype == LCT_GREY) { + if(mode->bitdepth == 8) { + *r = *g = *b = in[i]; + if(mode->key_defined && *r == mode->key_r) *a = 0; + else *a = 255; + } else if(mode->bitdepth == 16) { + *r = *g = *b = in[i * 2 + 0]; + if(mode->key_defined && 256U * in[i * 2 + 0] + in[i * 2 + 1] == mode->key_r) *a = 0; + else *a = 255; + } else { + unsigned highest = ((1U << mode->bitdepth) - 1U); /*highest possible value for this bit depth*/ + size_t j = i * mode->bitdepth; + unsigned value = readBitsFromReversedStream(&j, in, mode->bitdepth); + *r = *g = *b = (value * 255) / highest; + if(mode->key_defined && value == mode->key_r) *a = 0; + else *a = 255; + } + } else if(mode->colortype == LCT_RGB) { + if(mode->bitdepth == 8) { + *r = in[i * 3 + 0]; *g = in[i * 3 + 1]; *b = in[i * 3 + 2]; + if(mode->key_defined && *r == mode->key_r && *g == mode->key_g && *b == mode->key_b) *a = 0; + else *a = 255; + } else { + *r = in[i * 6 + 0]; + *g = in[i * 6 + 2]; + *b = in[i * 6 + 4]; + if(mode->key_defined && 256U * in[i * 6 + 0] + in[i * 6 + 1] == mode->key_r + && 256U * in[i * 6 + 2] + in[i * 6 + 3] == mode->key_g + && 256U * in[i * 6 + 4] + in[i * 6 + 5] == mode->key_b) *a = 0; + else *a = 255; + } + } else if(mode->colortype == LCT_PALETTE) { + unsigned index; + if(mode->bitdepth == 8) index = in[i]; + else { + size_t j = i * mode->bitdepth; + index = readBitsFromReversedStream(&j, in, mode->bitdepth); + } + /*out of bounds of palette not checked: see lodepng_color_mode_alloc_palette.*/ + *r = mode->palette[index * 4 + 0]; + *g = mode->palette[index * 4 + 1]; + *b = mode->palette[index * 4 + 2]; + *a = mode->palette[index * 4 + 3]; + } else if(mode->colortype == LCT_GREY_ALPHA) { + if(mode->bitdepth == 8) { + *r = *g = *b = in[i * 2 + 0]; + *a = in[i * 2 + 1]; + } else { + *r = *g = *b = in[i * 4 + 0]; + *a = in[i * 4 + 2]; + } + } else if(mode->colortype == LCT_RGBA) { + if(mode->bitdepth == 8) { + *r = in[i * 4 + 0]; + *g = in[i * 4 + 1]; + *b = in[i * 4 + 2]; + *a = in[i * 4 + 3]; + } else { + *r = in[i * 8 + 0]; + *g = in[i * 8 + 2]; + *b = in[i * 8 + 4]; + *a = in[i * 8 + 6]; + } + } +} + +/*Similar to getPixelColorRGBA8, but with all the for loops inside of the color +mode test cases, optimized to convert the colors much faster, when converting +to the common case of RGBA with 8 bit per channel. buffer must be RGBA with +enough memory.*/ +static void getPixelColorsRGBA8(unsigned char* LODEPNG_RESTRICT buffer, size_t numpixels, + const unsigned char* LODEPNG_RESTRICT in, + const LodePNGColorMode* mode) { + unsigned num_channels = 4; + size_t i; + if(mode->colortype == LCT_GREY) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i]; + buffer[3] = 255; + } + if(mode->key_defined) { + buffer -= numpixels * num_channels; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + if(buffer[0] == mode->key_r) buffer[3] = 0; + } + } + } else if(mode->bitdepth == 16) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 2]; + buffer[3] = mode->key_defined && 256U * in[i * 2 + 0] + in[i * 2 + 1] == mode->key_r ? 0 : 255; + } + } else { + unsigned highest = ((1U << mode->bitdepth) - 1U); /*highest possible value for this bit depth*/ + size_t j = 0; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned value = readBitsFromReversedStream(&j, in, mode->bitdepth); + buffer[0] = buffer[1] = buffer[2] = (value * 255) / highest; + buffer[3] = mode->key_defined && value == mode->key_r ? 0 : 255; + } + } + } else if(mode->colortype == LCT_RGB) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + lodepng_memcpy(buffer, &in[i * 3], 3); + buffer[3] = 255; + } + if(mode->key_defined) { + buffer -= numpixels * num_channels; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + if(buffer[0] == mode->key_r && buffer[1]== mode->key_g && buffer[2] == mode->key_b) buffer[3] = 0; + } + } + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = in[i * 6 + 0]; + buffer[1] = in[i * 6 + 2]; + buffer[2] = in[i * 6 + 4]; + buffer[3] = mode->key_defined + && 256U * in[i * 6 + 0] + in[i * 6 + 1] == mode->key_r + && 256U * in[i * 6 + 2] + in[i * 6 + 3] == mode->key_g + && 256U * in[i * 6 + 4] + in[i * 6 + 5] == mode->key_b ? 0 : 255; + } + } + } else if(mode->colortype == LCT_PALETTE) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned index = in[i]; + /*out of bounds of palette not checked: see lodepng_color_mode_alloc_palette.*/ + lodepng_memcpy(buffer, &mode->palette[index * 4], 4); + } + } else { + size_t j = 0; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned index = readBitsFromReversedStream(&j, in, mode->bitdepth); + /*out of bounds of palette not checked: see lodepng_color_mode_alloc_palette.*/ + lodepng_memcpy(buffer, &mode->palette[index * 4], 4); + } + } + } else if(mode->colortype == LCT_GREY_ALPHA) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 2 + 0]; + buffer[3] = in[i * 2 + 1]; + } + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 4 + 0]; + buffer[3] = in[i * 4 + 2]; + } + } + } else if(mode->colortype == LCT_RGBA) { + if(mode->bitdepth == 8) { + lodepng_memcpy(buffer, in, numpixels * 4); + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = in[i * 8 + 0]; + buffer[1] = in[i * 8 + 2]; + buffer[2] = in[i * 8 + 4]; + buffer[3] = in[i * 8 + 6]; + } + } + } +} + +/*Similar to getPixelColorsRGBA8, but with 3-channel RGB output.*/ +static void getPixelColorsRGB8(unsigned char* LODEPNG_RESTRICT buffer, size_t numpixels, + const unsigned char* LODEPNG_RESTRICT in, + const LodePNGColorMode* mode) { + const unsigned num_channels = 3; + size_t i; + if(mode->colortype == LCT_GREY) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i]; + } + } else if(mode->bitdepth == 16) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 2]; + } + } else { + unsigned highest = ((1U << mode->bitdepth) - 1U); /*highest possible value for this bit depth*/ + size_t j = 0; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned value = readBitsFromReversedStream(&j, in, mode->bitdepth); + buffer[0] = buffer[1] = buffer[2] = (value * 255) / highest; + } + } + } else if(mode->colortype == LCT_RGB) { + if(mode->bitdepth == 8) { + lodepng_memcpy(buffer, in, numpixels * 3); + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = in[i * 6 + 0]; + buffer[1] = in[i * 6 + 2]; + buffer[2] = in[i * 6 + 4]; + } + } + } else if(mode->colortype == LCT_PALETTE) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned index = in[i]; + /*out of bounds of palette not checked: see lodepng_color_mode_alloc_palette.*/ + lodepng_memcpy(buffer, &mode->palette[index * 4], 3); + } + } else { + size_t j = 0; + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + unsigned index = readBitsFromReversedStream(&j, in, mode->bitdepth); + /*out of bounds of palette not checked: see lodepng_color_mode_alloc_palette.*/ + lodepng_memcpy(buffer, &mode->palette[index * 4], 3); + } + } + } else if(mode->colortype == LCT_GREY_ALPHA) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 2 + 0]; + } + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = buffer[1] = buffer[2] = in[i * 4 + 0]; + } + } + } else if(mode->colortype == LCT_RGBA) { + if(mode->bitdepth == 8) { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + lodepng_memcpy(buffer, &in[i * 4], 3); + } + } else { + for(i = 0; i != numpixels; ++i, buffer += num_channels) { + buffer[0] = in[i * 8 + 0]; + buffer[1] = in[i * 8 + 2]; + buffer[2] = in[i * 8 + 4]; + } + } + } +} + +/*Get RGBA16 color of pixel with index i (y * width + x) from the raw image with +given color type, but the given color type must be 16-bit itself.*/ +static void getPixelColorRGBA16(unsigned short* r, unsigned short* g, unsigned short* b, unsigned short* a, + const unsigned char* in, size_t i, const LodePNGColorMode* mode) { + if(mode->colortype == LCT_GREY) { + *r = *g = *b = 256 * in[i * 2 + 0] + in[i * 2 + 1]; + if(mode->key_defined && 256U * in[i * 2 + 0] + in[i * 2 + 1] == mode->key_r) *a = 0; + else *a = 65535; + } else if(mode->colortype == LCT_RGB) { + *r = 256u * in[i * 6 + 0] + in[i * 6 + 1]; + *g = 256u * in[i * 6 + 2] + in[i * 6 + 3]; + *b = 256u * in[i * 6 + 4] + in[i * 6 + 5]; + if(mode->key_defined + && 256u * in[i * 6 + 0] + in[i * 6 + 1] == mode->key_r + && 256u * in[i * 6 + 2] + in[i * 6 + 3] == mode->key_g + && 256u * in[i * 6 + 4] + in[i * 6 + 5] == mode->key_b) *a = 0; + else *a = 65535; + } else if(mode->colortype == LCT_GREY_ALPHA) { + *r = *g = *b = 256u * in[i * 4 + 0] + in[i * 4 + 1]; + *a = 256u * in[i * 4 + 2] + in[i * 4 + 3]; + } else if(mode->colortype == LCT_RGBA) { + *r = 256u * in[i * 8 + 0] + in[i * 8 + 1]; + *g = 256u * in[i * 8 + 2] + in[i * 8 + 3]; + *b = 256u * in[i * 8 + 4] + in[i * 8 + 5]; + *a = 256u * in[i * 8 + 6] + in[i * 8 + 7]; + } +} + +unsigned lodepng_convert(unsigned char* out, const unsigned char* in, + const LodePNGColorMode* mode_out, const LodePNGColorMode* mode_in, + unsigned w, unsigned h) { + size_t i; + ColorTree tree; + size_t numpixels = (size_t)w * (size_t)h; + unsigned error = 0; + + if(mode_in->colortype == LCT_PALETTE && !mode_in->palette) { + return 107; /* error: must provide palette if input mode is palette */ + } + + if(lodepng_color_mode_equal(mode_out, mode_in)) { + size_t numbytes = lodepng_get_raw_size(w, h, mode_in); + lodepng_memcpy(out, in, numbytes); + return 0; + } + + if(mode_out->colortype == LCT_PALETTE) { + size_t palettesize = mode_out->palettesize; + const unsigned char* palette = mode_out->palette; + size_t palsize = (size_t)1u << mode_out->bitdepth; + /*if the user specified output palette but did not give the values, assume + they want the values of the input color type (assuming that one is palette). + Note that we never create a new palette ourselves.*/ + if(palettesize == 0) { + palettesize = mode_in->palettesize; + palette = mode_in->palette; + /*if the input was also palette with same bitdepth, then the color types are also + equal, so copy literally. This to preserve the exact indices that were in the PNG + even in case there are duplicate colors in the palette.*/ + if(mode_in->colortype == LCT_PALETTE && mode_in->bitdepth == mode_out->bitdepth) { + size_t numbytes = lodepng_get_raw_size(w, h, mode_in); + lodepng_memcpy(out, in, numbytes); + return 0; + } + } + if(palettesize < palsize) palsize = palettesize; + color_tree_init(&tree); + for(i = 0; i != palsize; ++i) { + const unsigned char* p = &palette[i * 4]; + error = color_tree_add(&tree, p[0], p[1], p[2], p[3], (unsigned)i); + if(error) break; + } + } + + if(!error) { + if(mode_in->bitdepth == 16 && mode_out->bitdepth == 16) { + for(i = 0; i != numpixels; ++i) { + unsigned short r = 0, g = 0, b = 0, a = 0; + getPixelColorRGBA16(&r, &g, &b, &a, in, i, mode_in); + rgba16ToPixel(out, i, mode_out, r, g, b, a); + } + } else if(mode_out->bitdepth == 8 && mode_out->colortype == LCT_RGBA) { + getPixelColorsRGBA8(out, numpixels, in, mode_in); + } else if(mode_out->bitdepth == 8 && mode_out->colortype == LCT_RGB) { + getPixelColorsRGB8(out, numpixels, in, mode_in); + } else { + unsigned char r = 0, g = 0, b = 0, a = 0; + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA8(&r, &g, &b, &a, in, i, mode_in); + error = rgba8ToPixel(out, i, mode_out, &tree, r, g, b, a); + if(error) break; + } + } + } + + if(mode_out->colortype == LCT_PALETTE) { + color_tree_cleanup(&tree); + } + + return error; +} + + +/* Converts a single rgb color without alpha from one type to another, color bits truncated to +their bitdepth. In case of single channel (gray or palette), only the r channel is used. Slow +function, do not use to process all pixels of an image. Alpha channel not supported on purpose: +this is for bKGD, supporting alpha may prevent it from finding a color in the palette, from the +specification it looks like bKGD should ignore the alpha values of the palette since it can use +any palette index but doesn't have an alpha channel. Idem with ignoring color key. */ +unsigned lodepng_convert_rgb( + unsigned* r_out, unsigned* g_out, unsigned* b_out, + unsigned r_in, unsigned g_in, unsigned b_in, + const LodePNGColorMode* mode_out, const LodePNGColorMode* mode_in) { + unsigned r = 0, g = 0, b = 0; + unsigned mul = 65535 / ((1u << mode_in->bitdepth) - 1u); /*65535, 21845, 4369, 257, 1*/ + unsigned shift = 16 - mode_out->bitdepth; + + if(mode_in->colortype == LCT_GREY || mode_in->colortype == LCT_GREY_ALPHA) { + r = g = b = r_in * mul; + } else if(mode_in->colortype == LCT_RGB || mode_in->colortype == LCT_RGBA) { + r = r_in * mul; + g = g_in * mul; + b = b_in * mul; + } else if(mode_in->colortype == LCT_PALETTE) { + if(r_in >= mode_in->palettesize) return 82; + r = mode_in->palette[r_in * 4 + 0] * 257u; + g = mode_in->palette[r_in * 4 + 1] * 257u; + b = mode_in->palette[r_in * 4 + 2] * 257u; + } else { + return 31; + } + + /* now convert to output format */ + if(mode_out->colortype == LCT_GREY || mode_out->colortype == LCT_GREY_ALPHA) { + *r_out = r >> shift ; + } else if(mode_out->colortype == LCT_RGB || mode_out->colortype == LCT_RGBA) { + *r_out = r >> shift ; + *g_out = g >> shift ; + *b_out = b >> shift ; + } else if(mode_out->colortype == LCT_PALETTE) { + unsigned i; + /* a 16-bit color cannot be in the palette */ + if((r >> 8) != (r & 255) || (g >> 8) != (g & 255) || (b >> 8) != (b & 255)) return 82; + for(i = 0; i < mode_out->palettesize; i++) { + unsigned j = i * 4; + if((r >> 8) == mode_out->palette[j + 0] && (g >> 8) == mode_out->palette[j + 1] && + (b >> 8) == mode_out->palette[j + 2]) { + *r_out = i; + return 0; + } + } + return 82; + } else { + return 31; + } + + return 0; +} + +#ifdef LODEPNG_COMPILE_ENCODER + +void lodepng_color_stats_init(LodePNGColorStats* stats) { + /*stats*/ + stats->colored = 0; + stats->key = 0; + stats->key_r = stats->key_g = stats->key_b = 0; + stats->alpha = 0; + stats->numcolors = 0; + stats->bits = 1; + stats->numpixels = 0; + /*settings*/ + stats->allow_palette = 1; + stats->allow_greyscale = 1; +} + +/*function used for debug purposes with C++*/ +/*void printColorStats(LodePNGColorStats* p) { + std::cout << "colored: " << (int)p->colored << ", "; + std::cout << "key: " << (int)p->key << ", "; + std::cout << "key_r: " << (int)p->key_r << ", "; + std::cout << "key_g: " << (int)p->key_g << ", "; + std::cout << "key_b: " << (int)p->key_b << ", "; + std::cout << "alpha: " << (int)p->alpha << ", "; + std::cout << "numcolors: " << (int)p->numcolors << ", "; + std::cout << "bits: " << (int)p->bits << std::endl; +}*/ + +/*Returns how many bits needed to represent given value (max 8 bit)*/ +static unsigned getValueRequiredBits(unsigned char value) { + if(value == 0 || value == 255) return 1; + /*The scaling of 2-bit and 4-bit values uses multiples of 85 and 17*/ + if(value % 17 == 0) return value % 85 == 0 ? 2 : 4; + return 8; +} + +/*stats must already have been inited. */ +unsigned lodepng_compute_color_stats(LodePNGColorStats* stats, + const unsigned char* in, unsigned w, unsigned h, + const LodePNGColorMode* mode_in) { + size_t i; + ColorTree tree; + size_t numpixels = (size_t)w * (size_t)h; + unsigned error = 0; + + /* mark things as done already if it would be impossible to have a more expensive case */ + unsigned colored_done = lodepng_is_greyscale_type(mode_in) ? 1 : 0; + unsigned alpha_done = lodepng_can_have_alpha(mode_in) ? 0 : 1; + unsigned numcolors_done = 0; + unsigned bpp = lodepng_get_bpp(mode_in); + unsigned bits_done = (stats->bits == 1 && bpp == 1) ? 1 : 0; + unsigned sixteen = 0; /* whether the input image is 16 bit */ + unsigned maxnumcolors = 257; + if(bpp <= 8) maxnumcolors = LODEPNG_MIN(257, stats->numcolors + (1u << bpp)); + + stats->numpixels += numpixels; + + /*if palette not allowed, no need to compute numcolors*/ + if(!stats->allow_palette) numcolors_done = 1; + + color_tree_init(&tree); + + /*If the stats was already filled in from previous data, fill its palette in tree + and mark things as done already if we know they are the most expensive case already*/ + if(stats->alpha) alpha_done = 1; + if(stats->colored) colored_done = 1; + if(stats->bits == 16) numcolors_done = 1; + if(stats->bits >= bpp) bits_done = 1; + if(stats->numcolors >= maxnumcolors) numcolors_done = 1; + + if(!numcolors_done) { + for(i = 0; i < stats->numcolors; i++) { + const unsigned char* color = &stats->palette[i * 4]; + error = color_tree_add(&tree, color[0], color[1], color[2], color[3], i); + if(error) goto cleanup; + } + } + + /*Check if the 16-bit input is truly 16-bit*/ + if(mode_in->bitdepth == 16 && !sixteen) { + unsigned short r = 0, g = 0, b = 0, a = 0; + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA16(&r, &g, &b, &a, in, i, mode_in); + if((r & 255) != ((r >> 8) & 255) || (g & 255) != ((g >> 8) & 255) || + (b & 255) != ((b >> 8) & 255) || (a & 255) != ((a >> 8) & 255)) /*first and second byte differ*/ { + stats->bits = 16; + sixteen = 1; + bits_done = 1; + numcolors_done = 1; /*counting colors no longer useful, palette doesn't support 16-bit*/ + break; + } + } + } + + if(sixteen) { + unsigned short r = 0, g = 0, b = 0, a = 0; + + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA16(&r, &g, &b, &a, in, i, mode_in); + + if(!colored_done && (r != g || r != b)) { + stats->colored = 1; + colored_done = 1; + } + + if(!alpha_done) { + unsigned matchkey = (r == stats->key_r && g == stats->key_g && b == stats->key_b); + if(a != 65535 && (a != 0 || (stats->key && !matchkey))) { + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + } else if(a == 0 && !stats->alpha && !stats->key) { + stats->key = 1; + stats->key_r = r; + stats->key_g = g; + stats->key_b = b; + } else if(a == 65535 && stats->key && matchkey) { + /* Color key cannot be used if an opaque pixel also has that RGB color. */ + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + } + } + if(alpha_done && numcolors_done && colored_done && bits_done) break; + } + + if(stats->key && !stats->alpha) { + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA16(&r, &g, &b, &a, in, i, mode_in); + if(a != 0 && r == stats->key_r && g == stats->key_g && b == stats->key_b) { + /* Color key cannot be used if an opaque pixel also has that RGB color. */ + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + } + } + } + } else /* < 16-bit */ { + unsigned char r = 0, g = 0, b = 0, a = 0; + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA8(&r, &g, &b, &a, in, i, mode_in); + + if(!bits_done && stats->bits < 8) { + /*only r is checked, < 8 bits is only relevant for grayscale*/ + unsigned bits = getValueRequiredBits(r); + if(bits > stats->bits) stats->bits = bits; + } + bits_done = (stats->bits >= bpp); + + if(!colored_done && (r != g || r != b)) { + stats->colored = 1; + colored_done = 1; + if(stats->bits < 8) stats->bits = 8; /*PNG has no colored modes with less than 8-bit per channel*/ + } + + if(!alpha_done) { + unsigned matchkey = (r == stats->key_r && g == stats->key_g && b == stats->key_b); + if(a != 255 && (a != 0 || (stats->key && !matchkey))) { + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + if(stats->bits < 8) stats->bits = 8; /*PNG has no alphachannel modes with less than 8-bit per channel*/ + } else if(a == 0 && !stats->alpha && !stats->key) { + stats->key = 1; + stats->key_r = r; + stats->key_g = g; + stats->key_b = b; + } else if(a == 255 && stats->key && matchkey) { + /* Color key cannot be used if an opaque pixel also has that RGB color. */ + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + if(stats->bits < 8) stats->bits = 8; /*PNG has no alphachannel modes with less than 8-bit per channel*/ + } + } + + if(!numcolors_done) { + if(!color_tree_has(&tree, r, g, b, a)) { + error = color_tree_add(&tree, r, g, b, a, stats->numcolors); + if(error) goto cleanup; + if(stats->numcolors < 256) { + unsigned char* p = stats->palette; + unsigned n = stats->numcolors; + p[n * 4 + 0] = r; + p[n * 4 + 1] = g; + p[n * 4 + 2] = b; + p[n * 4 + 3] = a; + } + ++stats->numcolors; + numcolors_done = stats->numcolors >= maxnumcolors; + } + } + + if(alpha_done && numcolors_done && colored_done && bits_done) break; + } + + if(stats->key && !stats->alpha) { + for(i = 0; i != numpixels; ++i) { + getPixelColorRGBA8(&r, &g, &b, &a, in, i, mode_in); + if(a != 0 && r == stats->key_r && g == stats->key_g && b == stats->key_b) { + /* Color key cannot be used if an opaque pixel also has that RGB color. */ + stats->alpha = 1; + stats->key = 0; + alpha_done = 1; + if(stats->bits < 8) stats->bits = 8; /*PNG has no alphachannel modes with less than 8-bit per channel*/ + } + } + } + + /*make the stats's key always 16-bit for consistency - repeat each byte twice*/ + stats->key_r += (stats->key_r << 8); + stats->key_g += (stats->key_g << 8); + stats->key_b += (stats->key_b << 8); + } + +cleanup: + color_tree_cleanup(&tree); + return error; +} + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS +/*Adds a single color to the color stats. The stats must already have been inited. The color must be given as 16-bit +(with 2 bytes repeating for 8-bit and 65535 for opaque alpha channel). This function is expensive, do not call it for +all pixels of an image but only for a few additional values. */ +static unsigned lodepng_color_stats_add(LodePNGColorStats* stats, + unsigned r, unsigned g, unsigned b, unsigned a) { + unsigned error = 0; + unsigned char image[8]; + LodePNGColorMode mode; + lodepng_color_mode_init(&mode); + image[0] = r >> 8; image[1] = r; image[2] = g >> 8; image[3] = g; + image[4] = b >> 8; image[5] = b; image[6] = a >> 8; image[7] = a; + mode.bitdepth = 16; + mode.colortype = LCT_RGBA; + error = lodepng_compute_color_stats(stats, image, 1, 1, &mode); + lodepng_color_mode_cleanup(&mode); + return error; +} +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +/*Computes a minimal PNG color model that can contain all colors as indicated by the stats. +The stats should be computed with lodepng_compute_color_stats. +mode_in is raw color profile of the image the stats were computed on, to copy palette order from when relevant. +Minimal PNG color model means the color type and bit depth that gives smallest amount of bits in the output image, +e.g. gray if only grayscale pixels, palette if less than 256 colors, color key if only single transparent color, ... +This is used if auto_convert is enabled (it is by default). +*/ +static unsigned auto_choose_color(LodePNGColorMode* mode_out, + const LodePNGColorMode* mode_in, + const LodePNGColorStats* stats) { + unsigned error = 0; + unsigned palettebits; + size_t i, n; + size_t numpixels = stats->numpixels; + unsigned palette_ok, gray_ok; + + unsigned alpha = stats->alpha; + unsigned key = stats->key; + unsigned bits = stats->bits; + + mode_out->key_defined = 0; + + if(key && numpixels <= 16) { + alpha = 1; /*too few pixels to justify tRNS chunk overhead*/ + key = 0; + if(bits < 8) bits = 8; /*PNG has no alphachannel modes with less than 8-bit per channel*/ + } + + gray_ok = !stats->colored; + if(!stats->allow_greyscale) gray_ok = 0; + if(!gray_ok && bits < 8) bits = 8; + + n = stats->numcolors; + palettebits = n <= 2 ? 1 : (n <= 4 ? 2 : (n <= 16 ? 4 : 8)); + palette_ok = n <= 256 && bits <= 8 && n != 0; /*n==0 means likely numcolors wasn't computed*/ + if(numpixels < n * 2) palette_ok = 0; /*don't add palette overhead if image has only a few pixels*/ + if(gray_ok && !alpha && bits <= palettebits) palette_ok = 0; /*gray is less overhead*/ + if(!stats->allow_palette) palette_ok = 0; + + if(palette_ok) { + const unsigned char* p = stats->palette; + lodepng_palette_clear(mode_out); /*remove potential earlier palette*/ + for(i = 0; i != stats->numcolors; ++i) { + error = lodepng_palette_add(mode_out, p[i * 4 + 0], p[i * 4 + 1], p[i * 4 + 2], p[i * 4 + 3]); + if(error) break; + } + + mode_out->colortype = LCT_PALETTE; + mode_out->bitdepth = palettebits; + + if(mode_in->colortype == LCT_PALETTE && mode_in->palettesize >= mode_out->palettesize + && mode_in->bitdepth == mode_out->bitdepth) { + /*If input should have same palette colors, keep original to preserve its order and prevent conversion*/ + lodepng_color_mode_cleanup(mode_out); + lodepng_color_mode_copy(mode_out, mode_in); + } + } else /*8-bit or 16-bit per channel*/ { + mode_out->bitdepth = bits; + mode_out->colortype = alpha ? (gray_ok ? LCT_GREY_ALPHA : LCT_RGBA) + : (gray_ok ? LCT_GREY : LCT_RGB); + if(key) { + unsigned mask = (1u << mode_out->bitdepth) - 1u; /*stats always uses 16-bit, mask converts it*/ + mode_out->key_r = stats->key_r & mask; + mode_out->key_g = stats->key_g & mask; + mode_out->key_b = stats->key_b & mask; + mode_out->key_defined = 1; + } + } + + return error; +} + +#endif /* #ifdef LODEPNG_COMPILE_ENCODER */ + +/* +Paeth predictor, used by PNG filter type 4 +The parameters are of type short, but should come from unsigned chars, the shorts +are only needed to make the paeth calculation correct. +*/ +static unsigned char paethPredictor(short a, short b, short c) { + short pa = LODEPNG_ABS(b - c); + short pb = LODEPNG_ABS(a - c); + short pc = LODEPNG_ABS(a + b - c - c); + /* return input value associated with smallest of pa, pb, pc (with certain priority if equal) */ + if(pb < pa) { a = b; pa = pb; } + return (pc < pa) ? c : a; +} + +/*shared values used by multiple Adam7 related functions*/ + +static const unsigned ADAM7_IX[7] = { 0, 4, 0, 2, 0, 1, 0 }; /*x start values*/ +static const unsigned ADAM7_IY[7] = { 0, 0, 4, 0, 2, 0, 1 }; /*y start values*/ +static const unsigned ADAM7_DX[7] = { 8, 8, 4, 4, 2, 2, 1 }; /*x delta values*/ +static const unsigned ADAM7_DY[7] = { 8, 8, 8, 4, 4, 2, 2 }; /*y delta values*/ + +/* +Outputs various dimensions and positions in the image related to the Adam7 reduced images. +passw: output containing the width of the 7 passes +passh: output containing the height of the 7 passes +filter_passstart: output containing the index of the start and end of each + reduced image with filter bytes +padded_passstart output containing the index of the start and end of each + reduced image when without filter bytes but with padded scanlines +passstart: output containing the index of the start and end of each reduced + image without padding between scanlines, but still padding between the images +w, h: width and height of non-interlaced image +bpp: bits per pixel +"padded" is only relevant if bpp is less than 8 and a scanline or image does not + end at a full byte +*/ +static void Adam7_getpassvalues(unsigned passw[7], unsigned passh[7], size_t filter_passstart[8], + size_t padded_passstart[8], size_t passstart[8], unsigned w, unsigned h, unsigned bpp) { + /*the passstart values have 8 values: the 8th one indicates the byte after the end of the 7th (= last) pass*/ + unsigned i; + + /*calculate width and height in pixels of each pass*/ + for(i = 0; i != 7; ++i) { + passw[i] = (w + ADAM7_DX[i] - ADAM7_IX[i] - 1) / ADAM7_DX[i]; + passh[i] = (h + ADAM7_DY[i] - ADAM7_IY[i] - 1) / ADAM7_DY[i]; + if(passw[i] == 0) passh[i] = 0; + if(passh[i] == 0) passw[i] = 0; + } + + filter_passstart[0] = padded_passstart[0] = passstart[0] = 0; + for(i = 0; i != 7; ++i) { + /*if passw[i] is 0, it's 0 bytes, not 1 (no filtertype-byte)*/ + filter_passstart[i + 1] = filter_passstart[i] + + ((passw[i] && passh[i]) ? passh[i] * (1u + (passw[i] * bpp + 7u) / 8u) : 0); + /*bits padded if needed to fill full byte at end of each scanline*/ + padded_passstart[i + 1] = padded_passstart[i] + passh[i] * ((passw[i] * bpp + 7u) / 8u); + /*only padded at end of reduced image*/ + passstart[i + 1] = passstart[i] + (passh[i] * passw[i] * bpp + 7u) / 8u; + } +} + +#ifdef LODEPNG_COMPILE_DECODER + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / PNG Decoder / */ +/* ////////////////////////////////////////////////////////////////////////// */ + +/*read the information from the header and store it in the LodePNGInfo. return value is error*/ +unsigned lodepng_inspect(unsigned* w, unsigned* h, LodePNGState* state, + const unsigned char* in, size_t insize) { + unsigned width, height; + LodePNGInfo* info = &state->info_png; + if(insize == 0 || in == 0) { + CERROR_RETURN_ERROR(state->error, 48); /*error: the given data is empty*/ + } + if(insize < 33) { + CERROR_RETURN_ERROR(state->error, 27); /*error: the data length is smaller than the length of a PNG header*/ + } + + /*when decoding a new PNG image, make sure all parameters created after previous decoding are reset*/ + /* TODO: remove this. One should use a new LodePNGState for new sessions */ + lodepng_info_cleanup(info); + lodepng_info_init(info); + + if(in[0] != 137 || in[1] != 80 || in[2] != 78 || in[3] != 71 + || in[4] != 13 || in[5] != 10 || in[6] != 26 || in[7] != 10) { + CERROR_RETURN_ERROR(state->error, 28); /*error: the first 8 bytes are not the correct PNG signature*/ + } + if(lodepng_chunk_length(in + 8) != 13) { + CERROR_RETURN_ERROR(state->error, 94); /*error: header size must be 13 bytes*/ + } + if(!lodepng_chunk_type_equals(in + 8, "IHDR")) { + CERROR_RETURN_ERROR(state->error, 29); /*error: it doesn't start with a IHDR chunk!*/ + } + + /*read the values given in the header*/ + width = lodepng_read32bitInt(&in[16]); + height = lodepng_read32bitInt(&in[20]); + /*TODO: remove the undocumented feature that allows to give null pointers to width or height*/ + if(w) *w = width; + if(h) *h = height; + info->color.bitdepth = in[24]; + info->color.colortype = (LodePNGColorType)in[25]; + info->compression_method = in[26]; + info->filter_method = in[27]; + info->interlace_method = in[28]; + + /*errors returned only after the parsing so other values are still output*/ + + /*error: invalid image size*/ + if(width == 0 || height == 0) CERROR_RETURN_ERROR(state->error, 93); + /*error: invalid colortype or bitdepth combination*/ + state->error = checkColorValidity(info->color.colortype, info->color.bitdepth); + if(state->error) return state->error; + /*error: only compression method 0 is allowed in the specification*/ + if(info->compression_method != 0) CERROR_RETURN_ERROR(state->error, 32); + /*error: only filter method 0 is allowed in the specification*/ + if(info->filter_method != 0) CERROR_RETURN_ERROR(state->error, 33); + /*error: only interlace methods 0 and 1 exist in the specification*/ + if(info->interlace_method > 1) CERROR_RETURN_ERROR(state->error, 34); + + if(!state->decoder.ignore_crc) { + unsigned CRC = lodepng_read32bitInt(&in[29]); + unsigned checksum = lodepng_crc32(&in[12], 17); + if(CRC != checksum) { + CERROR_RETURN_ERROR(state->error, 57); /*invalid CRC*/ + } + } + + return state->error; +} + +static unsigned unfilterScanline(unsigned char* recon, const unsigned char* scanline, const unsigned char* precon, + size_t bytewidth, unsigned char filterType, size_t length) { + /* + For PNG filter method 0 + unfilter a PNG image scanline by scanline. when the pixels are smaller than 1 byte, + the filter works byte per byte (bytewidth = 1) + precon is the previous unfiltered scanline, recon the result, scanline the current one + the incoming scanlines do NOT include the filtertype byte, that one is given in the parameter filterType instead + recon and scanline MAY be the same memory address! precon must be disjoint. + */ + + size_t i; + switch(filterType) { + case 0: + for(i = 0; i != length; ++i) recon[i] = scanline[i]; + break; + case 1: + for(i = 0; i != bytewidth; ++i) recon[i] = scanline[i]; + for(i = bytewidth; i < length; ++i) recon[i] = scanline[i] + recon[i - bytewidth]; + break; + case 2: + if(precon) { + for(i = 0; i != length; ++i) recon[i] = scanline[i] + precon[i]; + } else { + for(i = 0; i != length; ++i) recon[i] = scanline[i]; + } + break; + case 3: + if(precon) { + for(i = 0; i != bytewidth; ++i) recon[i] = scanline[i] + (precon[i] >> 1u); + for(i = bytewidth; i < length; ++i) recon[i] = scanline[i] + ((recon[i - bytewidth] + precon[i]) >> 1u); + } else { + for(i = 0; i != bytewidth; ++i) recon[i] = scanline[i]; + for(i = bytewidth; i < length; ++i) recon[i] = scanline[i] + (recon[i - bytewidth] >> 1u); + } + break; + case 4: + if(precon) { + for(i = 0; i != bytewidth; ++i) { + recon[i] = (scanline[i] + precon[i]); /*paethPredictor(0, precon[i], 0) is always precon[i]*/ + } + + /* Unroll independent paths of the paeth predictor. A 6x and 8x version would also be possible but that + adds too much code. Whether this actually speeds anything up at all depends on compiler and settings. */ + if(bytewidth >= 4) { + for(; i + 3 < length; i += 4) { + size_t j = i - bytewidth; + unsigned char s0 = scanline[i + 0], s1 = scanline[i + 1], s2 = scanline[i + 2], s3 = scanline[i + 3]; + unsigned char r0 = recon[j + 0], r1 = recon[j + 1], r2 = recon[j + 2], r3 = recon[j + 3]; + unsigned char p0 = precon[i + 0], p1 = precon[i + 1], p2 = precon[i + 2], p3 = precon[i + 3]; + unsigned char q0 = precon[j + 0], q1 = precon[j + 1], q2 = precon[j + 2], q3 = precon[j + 3]; + recon[i + 0] = s0 + paethPredictor(r0, p0, q0); + recon[i + 1] = s1 + paethPredictor(r1, p1, q1); + recon[i + 2] = s2 + paethPredictor(r2, p2, q2); + recon[i + 3] = s3 + paethPredictor(r3, p3, q3); + } + } else if(bytewidth >= 3) { + for(; i + 2 < length; i += 3) { + size_t j = i - bytewidth; + unsigned char s0 = scanline[i + 0], s1 = scanline[i + 1], s2 = scanline[i + 2]; + unsigned char r0 = recon[j + 0], r1 = recon[j + 1], r2 = recon[j + 2]; + unsigned char p0 = precon[i + 0], p1 = precon[i + 1], p2 = precon[i + 2]; + unsigned char q0 = precon[j + 0], q1 = precon[j + 1], q2 = precon[j + 2]; + recon[i + 0] = s0 + paethPredictor(r0, p0, q0); + recon[i + 1] = s1 + paethPredictor(r1, p1, q1); + recon[i + 2] = s2 + paethPredictor(r2, p2, q2); + } + } else if(bytewidth >= 2) { + for(; i + 1 < length; i += 2) { + size_t j = i - bytewidth; + unsigned char s0 = scanline[i + 0], s1 = scanline[i + 1]; + unsigned char r0 = recon[j + 0], r1 = recon[j + 1]; + unsigned char p0 = precon[i + 0], p1 = precon[i + 1]; + unsigned char q0 = precon[j + 0], q1 = precon[j + 1]; + recon[i + 0] = s0 + paethPredictor(r0, p0, q0); + recon[i + 1] = s1 + paethPredictor(r1, p1, q1); + } + } + + for(; i != length; ++i) { + recon[i] = (scanline[i] + paethPredictor(recon[i - bytewidth], precon[i], precon[i - bytewidth])); + } + } else { + for(i = 0; i != bytewidth; ++i) { + recon[i] = scanline[i]; + } + for(i = bytewidth; i < length; ++i) { + /*paethPredictor(recon[i - bytewidth], 0, 0) is always recon[i - bytewidth]*/ + recon[i] = (scanline[i] + recon[i - bytewidth]); + } + } + break; + default: return 36; /*error: invalid filter type given*/ + } + return 0; +} + +static unsigned unfilter(unsigned char* out, const unsigned char* in, unsigned w, unsigned h, unsigned bpp) { + /* + For PNG filter method 0 + this function unfilters a single image (e.g. without interlacing this is called once, with Adam7 seven times) + out must have enough bytes allocated already, in must have the scanlines + 1 filtertype byte per scanline + w and h are image dimensions or dimensions of reduced image, bpp is bits per pixel + in and out are allowed to be the same memory address (but aren't the same size since in has the extra filter bytes) + */ + + unsigned y; + unsigned char* prevline = 0; + + /*bytewidth is used for filtering, is 1 when bpp < 8, number of bytes per pixel otherwise*/ + size_t bytewidth = (bpp + 7u) / 8u; + /*the width of a scanline in bytes, not including the filter type*/ + size_t linebytes = lodepng_get_raw_size_idat(w, 1, bpp) - 1u; + + for(y = 0; y < h; ++y) { + size_t outindex = linebytes * y; + size_t inindex = (1 + linebytes) * y; /*the extra filterbyte added to each row*/ + unsigned char filterType = in[inindex]; + + CERROR_TRY_RETURN(unfilterScanline(&out[outindex], &in[inindex + 1], prevline, bytewidth, filterType, linebytes)); + + prevline = &out[outindex]; + } + + return 0; +} + +/* +in: Adam7 interlaced image, with no padding bits between scanlines, but between + reduced images so that each reduced image starts at a byte. +out: the same pixels, but re-ordered so that they're now a non-interlaced image with size w*h +bpp: bits per pixel +out has the following size in bits: w * h * bpp. +in is possibly bigger due to padding bits between reduced images. +out must be big enough AND must be 0 everywhere if bpp < 8 in the current implementation +(because that's likely a little bit faster) +NOTE: comments about padding bits are only relevant if bpp < 8 +*/ +static void Adam7_deinterlace(unsigned char* out, const unsigned char* in, unsigned w, unsigned h, unsigned bpp) { + unsigned passw[7], passh[7]; + size_t filter_passstart[8], padded_passstart[8], passstart[8]; + unsigned i; + + Adam7_getpassvalues(passw, passh, filter_passstart, padded_passstart, passstart, w, h, bpp); + + if(bpp >= 8) { + for(i = 0; i != 7; ++i) { + unsigned x, y, b; + size_t bytewidth = bpp / 8u; + for(y = 0; y < passh[i]; ++y) + for(x = 0; x < passw[i]; ++x) { + size_t pixelinstart = passstart[i] + (y * passw[i] + x) * bytewidth; + size_t pixeloutstart = ((ADAM7_IY[i] + (size_t)y * ADAM7_DY[i]) * (size_t)w + + ADAM7_IX[i] + (size_t)x * ADAM7_DX[i]) * bytewidth; + for(b = 0; b < bytewidth; ++b) { + out[pixeloutstart + b] = in[pixelinstart + b]; + } + } + } + } else /*bpp < 8: Adam7 with pixels < 8 bit is a bit trickier: with bit pointers*/ { + for(i = 0; i != 7; ++i) { + unsigned x, y, b; + unsigned ilinebits = bpp * passw[i]; + unsigned olinebits = bpp * w; + size_t obp, ibp; /*bit pointers (for out and in buffer)*/ + for(y = 0; y < passh[i]; ++y) + for(x = 0; x < passw[i]; ++x) { + ibp = (8 * passstart[i]) + (y * ilinebits + x * bpp); + obp = (ADAM7_IY[i] + (size_t)y * ADAM7_DY[i]) * olinebits + (ADAM7_IX[i] + (size_t)x * ADAM7_DX[i]) * bpp; + for(b = 0; b < bpp; ++b) { + unsigned char bit = readBitFromReversedStream(&ibp, in); + setBitOfReversedStream(&obp, out, bit); + } + } + } + } +} + +static void removePaddingBits(unsigned char* out, const unsigned char* in, + size_t olinebits, size_t ilinebits, unsigned h) { + /* + After filtering there are still padding bits if scanlines have non multiple of 8 bit amounts. They need + to be removed (except at last scanline of (Adam7-reduced) image) before working with pure image buffers + for the Adam7 code, the color convert code and the output to the user. + in and out are allowed to be the same buffer, in may also be higher but still overlapping; in must + have >= ilinebits*h bits, out must have >= olinebits*h bits, olinebits must be <= ilinebits + also used to move bits after earlier such operations happened, e.g. in a sequence of reduced images from Adam7 + only useful if (ilinebits - olinebits) is a value in the range 1..7 + */ + unsigned y; + size_t diff = ilinebits - olinebits; + size_t ibp = 0, obp = 0; /*input and output bit pointers*/ + for(y = 0; y < h; ++y) { + size_t x; + for(x = 0; x < olinebits; ++x) { + unsigned char bit = readBitFromReversedStream(&ibp, in); + setBitOfReversedStream(&obp, out, bit); + } + ibp += diff; + } +} + +/*out must be buffer big enough to contain full image, and in must contain the full decompressed data from +the IDAT chunks (with filter index bytes and possible padding bits) +return value is error*/ +static unsigned postProcessScanlines(unsigned char* out, unsigned char* in, + unsigned w, unsigned h, const LodePNGInfo* info_png) { + /* + This function converts the filtered-padded-interlaced data into pure 2D image buffer with the PNG's colortype. + Steps: + *) if no Adam7: 1) unfilter 2) remove padding bits (= possible extra bits per scanline if bpp < 8) + *) if adam7: 1) 7x unfilter 2) 7x remove padding bits 3) Adam7_deinterlace + NOTE: the in buffer will be overwritten with intermediate data! + */ + unsigned bpp = lodepng_get_bpp(&info_png->color); + if(bpp == 0) return 31; /*error: invalid colortype*/ + + if(info_png->interlace_method == 0) { + if(bpp < 8 && w * bpp != ((w * bpp + 7u) / 8u) * 8u) { + CERROR_TRY_RETURN(unfilter(in, in, w, h, bpp)); + removePaddingBits(out, in, w * bpp, ((w * bpp + 7u) / 8u) * 8u, h); + } + /*we can immediately filter into the out buffer, no other steps needed*/ + else CERROR_TRY_RETURN(unfilter(out, in, w, h, bpp)); + } else /*interlace_method is 1 (Adam7)*/ { + unsigned passw[7], passh[7]; size_t filter_passstart[8], padded_passstart[8], passstart[8]; + unsigned i; + + Adam7_getpassvalues(passw, passh, filter_passstart, padded_passstart, passstart, w, h, bpp); + + for(i = 0; i != 7; ++i) { + CERROR_TRY_RETURN(unfilter(&in[padded_passstart[i]], &in[filter_passstart[i]], passw[i], passh[i], bpp)); + /*TODO: possible efficiency improvement: if in this reduced image the bits fit nicely in 1 scanline, + move bytes instead of bits or move not at all*/ + if(bpp < 8) { + /*remove padding bits in scanlines; after this there still may be padding + bits between the different reduced images: each reduced image still starts nicely at a byte*/ + removePaddingBits(&in[passstart[i]], &in[padded_passstart[i]], passw[i] * bpp, + ((passw[i] * bpp + 7u) / 8u) * 8u, passh[i]); + } + } + + Adam7_deinterlace(out, in, w, h, bpp); + } + + return 0; +} + +static unsigned readChunk_PLTE(LodePNGColorMode* color, const unsigned char* data, size_t chunkLength) { + unsigned pos = 0, i; + color->palettesize = chunkLength / 3u; + if(color->palettesize == 0 || color->palettesize > 256) return 38; /*error: palette too small or big*/ + lodepng_color_mode_alloc_palette(color); + if(!color->palette && color->palettesize) { + color->palettesize = 0; + return 83; /*alloc fail*/ + } + + for(i = 0; i != color->palettesize; ++i) { + color->palette[4 * i + 0] = data[pos++]; /*R*/ + color->palette[4 * i + 1] = data[pos++]; /*G*/ + color->palette[4 * i + 2] = data[pos++]; /*B*/ + color->palette[4 * i + 3] = 255; /*alpha*/ + } + + return 0; /* OK */ +} + +static unsigned readChunk_tRNS(LodePNGColorMode* color, const unsigned char* data, size_t chunkLength) { + unsigned i; + if(color->colortype == LCT_PALETTE) { + /*error: more alpha values given than there are palette entries*/ + if(chunkLength > color->palettesize) return 39; + + for(i = 0; i != chunkLength; ++i) color->palette[4 * i + 3] = data[i]; + } else if(color->colortype == LCT_GREY) { + /*error: this chunk must be 2 bytes for grayscale image*/ + if(chunkLength != 2) return 30; + + color->key_defined = 1; + color->key_r = color->key_g = color->key_b = 256u * data[0] + data[1]; + } else if(color->colortype == LCT_RGB) { + /*error: this chunk must be 6 bytes for RGB image*/ + if(chunkLength != 6) return 41; + + color->key_defined = 1; + color->key_r = 256u * data[0] + data[1]; + color->key_g = 256u * data[2] + data[3]; + color->key_b = 256u * data[4] + data[5]; + } + else return 42; /*error: tRNS chunk not allowed for other color models*/ + + return 0; /* OK */ +} + + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS +/*background color chunk (bKGD)*/ +static unsigned readChunk_bKGD(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(info->color.colortype == LCT_PALETTE) { + /*error: this chunk must be 1 byte for indexed color image*/ + if(chunkLength != 1) return 43; + + /*error: invalid palette index, or maybe this chunk appeared before PLTE*/ + if(data[0] >= info->color.palettesize) return 103; + + info->background_defined = 1; + info->background_r = info->background_g = info->background_b = data[0]; + } else if(info->color.colortype == LCT_GREY || info->color.colortype == LCT_GREY_ALPHA) { + /*error: this chunk must be 2 bytes for grayscale image*/ + if(chunkLength != 2) return 44; + + /*the values are truncated to bitdepth in the PNG file*/ + info->background_defined = 1; + info->background_r = info->background_g = info->background_b = 256u * data[0] + data[1]; + } else if(info->color.colortype == LCT_RGB || info->color.colortype == LCT_RGBA) { + /*error: this chunk must be 6 bytes for grayscale image*/ + if(chunkLength != 6) return 45; + + /*the values are truncated to bitdepth in the PNG file*/ + info->background_defined = 1; + info->background_r = 256u * data[0] + data[1]; + info->background_g = 256u * data[2] + data[3]; + info->background_b = 256u * data[4] + data[5]; + } + + return 0; /* OK */ +} + +/*text chunk (tEXt)*/ +static unsigned readChunk_tEXt(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + unsigned error = 0; + char *key = 0, *str = 0; + + while(!error) /*not really a while loop, only used to break on error*/ { + unsigned length, string2_begin; + + length = 0; + while(length < chunkLength && data[length] != 0) ++length; + /*even though it's not allowed by the standard, no error is thrown if + there's no null termination char, if the text is empty*/ + if(length < 1 || length > 79) CERROR_BREAK(error, 89); /*keyword too short or long*/ + + key = (char*)lodepng_malloc(length + 1); + if(!key) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(key, data, length); + key[length] = 0; + + string2_begin = length + 1; /*skip keyword null terminator*/ + + length = (unsigned)(chunkLength < string2_begin ? 0 : chunkLength - string2_begin); + str = (char*)lodepng_malloc(length + 1); + if(!str) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(str, data + string2_begin, length); + str[length] = 0; + + error = lodepng_add_text(info, key, str); + + break; + } + + lodepng_free(key); + lodepng_free(str); + + return error; +} + +/*compressed text chunk (zTXt)*/ +static unsigned readChunk_zTXt(LodePNGInfo* info, const LodePNGDecompressSettings* zlibsettings, + const unsigned char* data, size_t chunkLength) { + unsigned error = 0; + + unsigned length, string2_begin; + char *key = 0; + unsigned char* str = 0; + size_t size = 0; + + while(!error) /*not really a while loop, only used to break on error*/ { + for(length = 0; length < chunkLength && data[length] != 0; ++length) ; + if(length + 2 >= chunkLength) CERROR_BREAK(error, 75); /*no null termination, corrupt?*/ + if(length < 1 || length > 79) CERROR_BREAK(error, 89); /*keyword too short or long*/ + + key = (char*)lodepng_malloc(length + 1); + if(!key) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(key, data, length); + key[length] = 0; + + if(data[length + 1] != 0) CERROR_BREAK(error, 72); /*the 0 byte indicating compression must be 0*/ + + string2_begin = length + 2; + if(string2_begin > chunkLength) CERROR_BREAK(error, 75); /*no null termination, corrupt?*/ + + length = (unsigned)chunkLength - string2_begin; + /*will fail if zlib error, e.g. if length is too small*/ + error = zlib_decompress(&str, &size, 0, &data[string2_begin], + length, zlibsettings); + if(error) break; + error = lodepng_add_text_sized(info, key, (char*)str, size); + + break; + } + + lodepng_free(key); + lodepng_free(str); + + return error; +} + +/*international text chunk (iTXt)*/ +static unsigned readChunk_iTXt(LodePNGInfo* info, const LodePNGDecompressSettings* zlibsettings, + const unsigned char* data, size_t chunkLength) { + unsigned error = 0; + unsigned i; + + unsigned length, begin, compressed; + char *key = 0, *langtag = 0, *transkey = 0; + + while(!error) /*not really a while loop, only used to break on error*/ { + /*Quick check if the chunk length isn't too small. Even without check + it'd still fail with other error checks below if it's too short. This just gives a different error code.*/ + if(chunkLength < 5) CERROR_BREAK(error, 30); /*iTXt chunk too short*/ + + /*read the key*/ + for(length = 0; length < chunkLength && data[length] != 0; ++length) ; + if(length + 3 >= chunkLength) CERROR_BREAK(error, 75); /*no null termination char, corrupt?*/ + if(length < 1 || length > 79) CERROR_BREAK(error, 89); /*keyword too short or long*/ + + key = (char*)lodepng_malloc(length + 1); + if(!key) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(key, data, length); + key[length] = 0; + + /*read the compression method*/ + compressed = data[length + 1]; + if(data[length + 2] != 0) CERROR_BREAK(error, 72); /*the 0 byte indicating compression must be 0*/ + + /*even though it's not allowed by the standard, no error is thrown if + there's no null termination char, if the text is empty for the next 3 texts*/ + + /*read the langtag*/ + begin = length + 3; + length = 0; + for(i = begin; i < chunkLength && data[i] != 0; ++i) ++length; + + langtag = (char*)lodepng_malloc(length + 1); + if(!langtag) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(langtag, data + begin, length); + langtag[length] = 0; + + /*read the transkey*/ + begin += length + 1; + length = 0; + for(i = begin; i < chunkLength && data[i] != 0; ++i) ++length; + + transkey = (char*)lodepng_malloc(length + 1); + if(!transkey) CERROR_BREAK(error, 83); /*alloc fail*/ + + lodepng_memcpy(transkey, data + begin, length); + transkey[length] = 0; + + /*read the actual text*/ + begin += length + 1; + + length = (unsigned)chunkLength < begin ? 0 : (unsigned)chunkLength - begin; + + if(compressed) { + unsigned char* str = 0; + size_t size = 0; + /*will fail if zlib error, e.g. if length is too small*/ + error = zlib_decompress(&str, &size, 0, &data[begin], + length, zlibsettings); + if(!error) error = lodepng_add_itext_sized(info, key, langtag, transkey, (char*)str, size); + lodepng_free(str); + } else { + error = lodepng_add_itext_sized(info, key, langtag, transkey, (char*)(data + begin), length); + } + + break; + } + + lodepng_free(key); + lodepng_free(langtag); + lodepng_free(transkey); + + return error; +} + +static unsigned readChunk_tIME(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(chunkLength != 7) return 73; /*invalid tIME chunk size*/ + + info->time_defined = 1; + info->time.year = 256u * data[0] + data[1]; + info->time.month = data[2]; + info->time.day = data[3]; + info->time.hour = data[4]; + info->time.minute = data[5]; + info->time.second = data[6]; + + return 0; /* OK */ +} + +static unsigned readChunk_pHYs(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(chunkLength != 9) return 74; /*invalid pHYs chunk size*/ + + info->phys_defined = 1; + info->phys_x = 16777216u * data[0] + 65536u * data[1] + 256u * data[2] + data[3]; + info->phys_y = 16777216u * data[4] + 65536u * data[5] + 256u * data[6] + data[7]; + info->phys_unit = data[8]; + + return 0; /* OK */ +} + +static unsigned readChunk_gAMA(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(chunkLength != 4) return 96; /*invalid gAMA chunk size*/ + + info->gama_defined = 1; + info->gama_gamma = 16777216u * data[0] + 65536u * data[1] + 256u * data[2] + data[3]; + + return 0; /* OK */ +} + +static unsigned readChunk_cHRM(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(chunkLength != 32) return 97; /*invalid cHRM chunk size*/ + + info->chrm_defined = 1; + info->chrm_white_x = 16777216u * data[ 0] + 65536u * data[ 1] + 256u * data[ 2] + data[ 3]; + info->chrm_white_y = 16777216u * data[ 4] + 65536u * data[ 5] + 256u * data[ 6] + data[ 7]; + info->chrm_red_x = 16777216u * data[ 8] + 65536u * data[ 9] + 256u * data[10] + data[11]; + info->chrm_red_y = 16777216u * data[12] + 65536u * data[13] + 256u * data[14] + data[15]; + info->chrm_green_x = 16777216u * data[16] + 65536u * data[17] + 256u * data[18] + data[19]; + info->chrm_green_y = 16777216u * data[20] + 65536u * data[21] + 256u * data[22] + data[23]; + info->chrm_blue_x = 16777216u * data[24] + 65536u * data[25] + 256u * data[26] + data[27]; + info->chrm_blue_y = 16777216u * data[28] + 65536u * data[29] + 256u * data[30] + data[31]; + + return 0; /* OK */ +} + +static unsigned readChunk_sRGB(LodePNGInfo* info, const unsigned char* data, size_t chunkLength) { + if(chunkLength != 1) return 98; /*invalid sRGB chunk size (this one is never ignored)*/ + + info->srgb_defined = 1; + info->srgb_intent = data[0]; + + return 0; /* OK */ +} + +static unsigned readChunk_iCCP(LodePNGInfo* info, const LodePNGDecompressSettings* zlibsettings, + const unsigned char* data, size_t chunkLength) { + unsigned error = 0; + unsigned i; + size_t size = 0; + + unsigned length, string2_begin; + + info->iccp_defined = 1; + if(info->iccp_name) lodepng_clear_icc(info); + + for(length = 0; length < chunkLength && data[length] != 0; ++length) ; + if(length + 2 >= chunkLength) return 75; /*no null termination, corrupt?*/ + if(length < 1 || length > 79) return 89; /*keyword too short or long*/ + + info->iccp_name = (char*)lodepng_malloc(length + 1); + if(!info->iccp_name) return 83; /*alloc fail*/ + + info->iccp_name[length] = 0; + for(i = 0; i != length; ++i) info->iccp_name[i] = (char)data[i]; + + if(data[length + 1] != 0) return 72; /*the 0 byte indicating compression must be 0*/ + + string2_begin = length + 2; + if(string2_begin > chunkLength) return 75; /*no null termination, corrupt?*/ + + length = (unsigned)chunkLength - string2_begin; + error = zlib_decompress(&info->iccp_profile, &size, 0, + &data[string2_begin], + length, zlibsettings); + info->iccp_profile_size = size; + if(!error && !info->iccp_profile_size) error = 100; /*invalid ICC profile size*/ + return error; +} +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +unsigned lodepng_inspect_chunk(LodePNGState* state, size_t pos, + const unsigned char* in, size_t insize) { + const unsigned char* chunk = in + pos; + unsigned chunkLength; + const unsigned char* data; + unsigned unhandled = 0; + unsigned error = 0; + + if(pos + 4 > insize) return 30; + chunkLength = lodepng_chunk_length(chunk); + if(chunkLength > 2147483647) return 63; + data = lodepng_chunk_data_const(chunk); + if(data + chunkLength + 4 > in + insize) return 30; + + if(lodepng_chunk_type_equals(chunk, "PLTE")) { + error = readChunk_PLTE(&state->info_png.color, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "tRNS")) { + error = readChunk_tRNS(&state->info_png.color, data, chunkLength); +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + } else if(lodepng_chunk_type_equals(chunk, "bKGD")) { + error = readChunk_bKGD(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "tEXt")) { + error = readChunk_tEXt(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "zTXt")) { + error = readChunk_zTXt(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "iTXt")) { + error = readChunk_iTXt(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "tIME")) { + error = readChunk_tIME(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "pHYs")) { + error = readChunk_pHYs(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "gAMA")) { + error = readChunk_gAMA(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "cHRM")) { + error = readChunk_cHRM(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "sRGB")) { + error = readChunk_sRGB(&state->info_png, data, chunkLength); + } else if(lodepng_chunk_type_equals(chunk, "iCCP")) { + error = readChunk_iCCP(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + } else { + /* unhandled chunk is ok (is not an error) */ + unhandled = 1; + } + + if(!error && !unhandled && !state->decoder.ignore_crc) { + if(lodepng_chunk_check_crc(chunk)) return 57; /*invalid CRC*/ + } + + return error; +} + +/*read a PNG, the result will be in the same color type as the PNG (hence "generic")*/ +static void decodeGeneric(unsigned char** out, unsigned* w, unsigned* h, + LodePNGState* state, + const unsigned char* in, size_t insize) { + unsigned char IEND = 0; + const unsigned char* chunk; + unsigned char* idat; /*the data from idat chunks, zlib compressed*/ + size_t idatsize = 0; + unsigned char* scanlines = 0; + size_t scanlines_size = 0, expected_size = 0; + size_t outsize = 0; + + /*for unknown chunk order*/ + unsigned unknown = 0; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + unsigned critical_pos = 1; /*1 = after IHDR, 2 = after PLTE, 3 = after IDAT*/ +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + + + /* safe output values in case error happens */ + *out = 0; + *w = *h = 0; + + state->error = lodepng_inspect(w, h, state, in, insize); /*reads header and resets other parameters in state->info_png*/ + if(state->error) return; + + if(lodepng_pixel_overflow(*w, *h, &state->info_png.color, &state->info_raw)) { + CERROR_RETURN(state->error, 92); /*overflow possible due to amount of pixels*/ + } + + /*the input filesize is a safe upper bound for the sum of idat chunks size*/ + idat = (unsigned char*)lodepng_malloc(insize); + if(!idat) CERROR_RETURN(state->error, 83); /*alloc fail*/ + + chunk = &in[33]; /*first byte of the first chunk after the header*/ + + /*loop through the chunks, ignoring unknown chunks and stopping at IEND chunk. + IDAT data is put at the start of the in buffer*/ + while(!IEND && !state->error) { + unsigned chunkLength; + const unsigned char* data; /*the data in the chunk*/ + + /*error: size of the in buffer too small to contain next chunk*/ + if((size_t)((chunk - in) + 12) > insize || chunk < in) { + if(state->decoder.ignore_end) break; /*other errors may still happen though*/ + CERROR_BREAK(state->error, 30); + } + + /*length of the data of the chunk, excluding the length bytes, chunk type and CRC bytes*/ + chunkLength = lodepng_chunk_length(chunk); + /*error: chunk length larger than the max PNG chunk size*/ + if(chunkLength > 2147483647) { + if(state->decoder.ignore_end) break; /*other errors may still happen though*/ + CERROR_BREAK(state->error, 63); + } + + if((size_t)((chunk - in) + chunkLength + 12) > insize || (chunk + chunkLength + 12) < in) { + CERROR_BREAK(state->error, 64); /*error: size of the in buffer too small to contain next chunk*/ + } + + data = lodepng_chunk_data_const(chunk); + + unknown = 0; + + /*IDAT chunk, containing compressed image data*/ + if(lodepng_chunk_type_equals(chunk, "IDAT")) { + size_t newsize; + if(lodepng_addofl(idatsize, chunkLength, &newsize)) CERROR_BREAK(state->error, 95); + if(newsize > insize) CERROR_BREAK(state->error, 95); + lodepng_memcpy(idat + idatsize, data, chunkLength); + idatsize += chunkLength; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + critical_pos = 3; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + } else if(lodepng_chunk_type_equals(chunk, "IEND")) { + /*IEND chunk*/ + IEND = 1; + } else if(lodepng_chunk_type_equals(chunk, "PLTE")) { + /*palette chunk (PLTE)*/ + state->error = readChunk_PLTE(&state->info_png.color, data, chunkLength); + if(state->error) break; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + critical_pos = 2; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + } else if(lodepng_chunk_type_equals(chunk, "tRNS")) { + /*palette transparency chunk (tRNS). Even though this one is an ancillary chunk , it is still compiled + in without 'LODEPNG_COMPILE_ANCILLARY_CHUNKS' because it contains essential color information that + affects the alpha channel of pixels. */ + state->error = readChunk_tRNS(&state->info_png.color, data, chunkLength); + if(state->error) break; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*background color chunk (bKGD)*/ + } else if(lodepng_chunk_type_equals(chunk, "bKGD")) { + state->error = readChunk_bKGD(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "tEXt")) { + /*text chunk (tEXt)*/ + if(state->decoder.read_text_chunks) { + state->error = readChunk_tEXt(&state->info_png, data, chunkLength); + if(state->error) break; + } + } else if(lodepng_chunk_type_equals(chunk, "zTXt")) { + /*compressed text chunk (zTXt)*/ + if(state->decoder.read_text_chunks) { + state->error = readChunk_zTXt(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); + if(state->error) break; + } + } else if(lodepng_chunk_type_equals(chunk, "iTXt")) { + /*international text chunk (iTXt)*/ + if(state->decoder.read_text_chunks) { + state->error = readChunk_iTXt(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); + if(state->error) break; + } + } else if(lodepng_chunk_type_equals(chunk, "tIME")) { + state->error = readChunk_tIME(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "pHYs")) { + state->error = readChunk_pHYs(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "gAMA")) { + state->error = readChunk_gAMA(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "cHRM")) { + state->error = readChunk_cHRM(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "sRGB")) { + state->error = readChunk_sRGB(&state->info_png, data, chunkLength); + if(state->error) break; + } else if(lodepng_chunk_type_equals(chunk, "iCCP")) { + state->error = readChunk_iCCP(&state->info_png, &state->decoder.zlibsettings, data, chunkLength); + if(state->error) break; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + } else /*it's not an implemented chunk type, so ignore it: skip over the data*/ { + /*error: unknown critical chunk (5th bit of first byte of chunk type is 0)*/ + if(!state->decoder.ignore_critical && !lodepng_chunk_ancillary(chunk)) { + CERROR_BREAK(state->error, 69); + } + + unknown = 1; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + if(state->decoder.remember_unknown_chunks) { + state->error = lodepng_chunk_append(&state->info_png.unknown_chunks_data[critical_pos - 1], + &state->info_png.unknown_chunks_size[critical_pos - 1], chunk); + if(state->error) break; + } +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + } + + if(!state->decoder.ignore_crc && !unknown) /*check CRC if wanted, only on known chunk types*/ { + if(lodepng_chunk_check_crc(chunk)) CERROR_BREAK(state->error, 57); /*invalid CRC*/ + } + + if(!IEND) chunk = lodepng_chunk_next_const(chunk, in + insize); + } + + if(state->info_png.color.colortype == LCT_PALETTE && !state->info_png.color.palette) { + state->error = 106; /* error: PNG file must have PLTE chunk if color type is palette */ + } + + if(!state->error) { + /*predict output size, to allocate exact size for output buffer to avoid more dynamic allocation. + If the decompressed size does not match the prediction, the image must be corrupt.*/ + if(state->info_png.interlace_method == 0) { + size_t bpp = lodepng_get_bpp(&state->info_png.color); + expected_size = lodepng_get_raw_size_idat(*w, *h, bpp); + } else { + size_t bpp = lodepng_get_bpp(&state->info_png.color); + /*Adam-7 interlaced: expected size is the sum of the 7 sub-images sizes*/ + expected_size = 0; + expected_size += lodepng_get_raw_size_idat((*w + 7) >> 3, (*h + 7) >> 3, bpp); + if(*w > 4) expected_size += lodepng_get_raw_size_idat((*w + 3) >> 3, (*h + 7) >> 3, bpp); + expected_size += lodepng_get_raw_size_idat((*w + 3) >> 2, (*h + 3) >> 3, bpp); + if(*w > 2) expected_size += lodepng_get_raw_size_idat((*w + 1) >> 2, (*h + 3) >> 2, bpp); + expected_size += lodepng_get_raw_size_idat((*w + 1) >> 1, (*h + 1) >> 2, bpp); + if(*w > 1) expected_size += lodepng_get_raw_size_idat((*w + 0) >> 1, (*h + 1) >> 1, bpp); + expected_size += lodepng_get_raw_size_idat((*w + 0), (*h + 0) >> 1, bpp); + } + + state->error = zlib_decompress(&scanlines, &scanlines_size, expected_size, idat, idatsize, &state->decoder.zlibsettings); + } + if(!state->error && scanlines_size != expected_size) state->error = 91; /*decompressed size doesn't match prediction*/ + lodepng_free(idat); + + if(!state->error) { + outsize = lodepng_get_raw_size(*w, *h, &state->info_png.color); + *out = (unsigned char*)lodepng_malloc(outsize); + if(!*out) state->error = 83; /*alloc fail*/ + } + if(!state->error) { + lodepng_memset(*out, 0, outsize); + state->error = postProcessScanlines(*out, scanlines, *w, *h, &state->info_png); + } + lodepng_free(scanlines); +} + +unsigned lodepng_decode(unsigned char** out, unsigned* w, unsigned* h, + LodePNGState* state, + const unsigned char* in, size_t insize) { + *out = 0; + decodeGeneric(out, w, h, state, in, insize); + if(state->error) return state->error; + if(!state->decoder.color_convert || lodepng_color_mode_equal(&state->info_raw, &state->info_png.color)) { + /*same color type, no copying or converting of data needed*/ + /*store the info_png color settings on the info_raw so that the info_raw still reflects what colortype + the raw image has to the end user*/ + if(!state->decoder.color_convert) { + state->error = lodepng_color_mode_copy(&state->info_raw, &state->info_png.color); + if(state->error) return state->error; + } + } else { /*color conversion needed*/ + unsigned char* data = *out; + size_t outsize; + + /*TODO: check if this works according to the statement in the documentation: "The converter can convert + from grayscale input color type, to 8-bit grayscale or grayscale with alpha"*/ + if(!(state->info_raw.colortype == LCT_RGB || state->info_raw.colortype == LCT_RGBA) + && !(state->info_raw.bitdepth == 8)) { + return 56; /*unsupported color mode conversion*/ + } + + outsize = lodepng_get_raw_size(*w, *h, &state->info_raw); + *out = (unsigned char*)lodepng_malloc(outsize); + if(!(*out)) { + state->error = 83; /*alloc fail*/ + } + else state->error = lodepng_convert(*out, data, &state->info_raw, + &state->info_png.color, *w, *h); + lodepng_free(data); + } + return state->error; +} + +unsigned lodepng_decode_memory(unsigned char** out, unsigned* w, unsigned* h, const unsigned char* in, + size_t insize, LodePNGColorType colortype, unsigned bitdepth) { + unsigned error; + LodePNGState state; + lodepng_state_init(&state); + state.info_raw.colortype = colortype; + state.info_raw.bitdepth = bitdepth; + error = lodepng_decode(out, w, h, &state, in, insize); + lodepng_state_cleanup(&state); + return error; +} + +unsigned lodepng_decode32(unsigned char** out, unsigned* w, unsigned* h, const unsigned char* in, size_t insize) { + return lodepng_decode_memory(out, w, h, in, insize, LCT_RGBA, 8); +} + +unsigned lodepng_decode24(unsigned char** out, unsigned* w, unsigned* h, const unsigned char* in, size_t insize) { + return lodepng_decode_memory(out, w, h, in, insize, LCT_RGB, 8); +} + +#ifdef LODEPNG_COMPILE_DISK +unsigned lodepng_decode_file(unsigned char** out, unsigned* w, unsigned* h, const char* filename, + LodePNGColorType colortype, unsigned bitdepth) { + unsigned char* buffer = 0; + size_t buffersize; + unsigned error; + /* safe output values in case error happens */ + *out = 0; + *w = *h = 0; + error = lodepng_load_file(&buffer, &buffersize, filename); + if(!error) error = lodepng_decode_memory(out, w, h, buffer, buffersize, colortype, bitdepth); + lodepng_free(buffer); + return error; +} + +unsigned lodepng_decode32_file(unsigned char** out, unsigned* w, unsigned* h, const char* filename) { + return lodepng_decode_file(out, w, h, filename, LCT_RGBA, 8); +} + +unsigned lodepng_decode24_file(unsigned char** out, unsigned* w, unsigned* h, const char* filename) { + return lodepng_decode_file(out, w, h, filename, LCT_RGB, 8); +} +#endif /*LODEPNG_COMPILE_DISK*/ + +void lodepng_decoder_settings_init(LodePNGDecoderSettings* settings) { + settings->color_convert = 1; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + settings->read_text_chunks = 1; + settings->remember_unknown_chunks = 0; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + settings->ignore_crc = 0; + settings->ignore_critical = 0; + settings->ignore_end = 0; + lodepng_decompress_settings_init(&settings->zlibsettings); +} + +#endif /*LODEPNG_COMPILE_DECODER*/ + +#if defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_ENCODER) + +void lodepng_state_init(LodePNGState* state) { +#ifdef LODEPNG_COMPILE_DECODER + lodepng_decoder_settings_init(&state->decoder); +#endif /*LODEPNG_COMPILE_DECODER*/ +#ifdef LODEPNG_COMPILE_ENCODER + lodepng_encoder_settings_init(&state->encoder); +#endif /*LODEPNG_COMPILE_ENCODER*/ + lodepng_color_mode_init(&state->info_raw); + lodepng_info_init(&state->info_png); + state->error = 1; +} + +void lodepng_state_cleanup(LodePNGState* state) { + lodepng_color_mode_cleanup(&state->info_raw); + lodepng_info_cleanup(&state->info_png); +} + +void lodepng_state_copy(LodePNGState* dest, const LodePNGState* source) { + lodepng_state_cleanup(dest); + *dest = *source; + lodepng_color_mode_init(&dest->info_raw); + lodepng_info_init(&dest->info_png); + dest->error = lodepng_color_mode_copy(&dest->info_raw, &source->info_raw); if(dest->error) return; + dest->error = lodepng_info_copy(&dest->info_png, &source->info_png); if(dest->error) return; +} + +#endif /* defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_ENCODER) */ + +#ifdef LODEPNG_COMPILE_ENCODER + +/* ////////////////////////////////////////////////////////////////////////// */ +/* / PNG Encoder / */ +/* ////////////////////////////////////////////////////////////////////////// */ + + +static unsigned writeSignature(ucvector* out) { + size_t pos = out->size; + const unsigned char signature[] = {137, 80, 78, 71, 13, 10, 26, 10}; + /*8 bytes PNG signature, aka the magic bytes*/ + if(!ucvector_resize(out, out->size + 8)) return 83; /*alloc fail*/ + lodepng_memcpy(out->data + pos, signature, 8); + return 0; +} + +static unsigned addChunk_IHDR(ucvector* out, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth, unsigned interlace_method) { + unsigned char *chunk, *data; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 13, "IHDR")); + data = chunk + 8; + + lodepng_set32bitInt(data + 0, w); /*width*/ + lodepng_set32bitInt(data + 4, h); /*height*/ + data[8] = (unsigned char)bitdepth; /*bit depth*/ + data[9] = (unsigned char)colortype; /*color type*/ + data[10] = 0; /*compression method*/ + data[11] = 0; /*filter method*/ + data[12] = interlace_method; /*interlace method*/ + + lodepng_chunk_generate_crc(chunk); + return 0; +} + +/* only adds the chunk if needed (there is a key or palette with alpha) */ +static unsigned addChunk_PLTE(ucvector* out, const LodePNGColorMode* info) { + unsigned char* chunk; + size_t i, j = 8; + + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, info->palettesize * 3, "PLTE")); + + for(i = 0; i != info->palettesize; ++i) { + /*add all channels except alpha channel*/ + chunk[j++] = info->palette[i * 4 + 0]; + chunk[j++] = info->palette[i * 4 + 1]; + chunk[j++] = info->palette[i * 4 + 2]; + } + + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_tRNS(ucvector* out, const LodePNGColorMode* info) { + unsigned char* chunk = 0; + + if(info->colortype == LCT_PALETTE) { + size_t i, amount = info->palettesize; + /*the tail of palette values that all have 255 as alpha, does not have to be encoded*/ + for(i = info->palettesize; i != 0; --i) { + if(info->palette[4 * (i - 1) + 3] != 255) break; + --amount; + } + if(amount) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, amount, "tRNS")); + /*add the alpha channel values from the palette*/ + for(i = 0; i != amount; ++i) chunk[8 + i] = info->palette[4 * i + 3]; + } + } else if(info->colortype == LCT_GREY) { + if(info->key_defined) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 2, "tRNS")); + chunk[8] = (unsigned char)(info->key_r >> 8); + chunk[9] = (unsigned char)(info->key_r & 255); + } + } else if(info->colortype == LCT_RGB) { + if(info->key_defined) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 6, "tRNS")); + chunk[8] = (unsigned char)(info->key_r >> 8); + chunk[9] = (unsigned char)(info->key_r & 255); + chunk[10] = (unsigned char)(info->key_g >> 8); + chunk[11] = (unsigned char)(info->key_g & 255); + chunk[12] = (unsigned char)(info->key_b >> 8); + chunk[13] = (unsigned char)(info->key_b & 255); + } + } + + if(chunk) lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_IDAT(ucvector* out, const unsigned char* data, size_t datasize, + LodePNGCompressSettings* zlibsettings) { + unsigned error = 0; + unsigned char* zlib = 0; + size_t zlibsize = 0; + + error = zlib_compress(&zlib, &zlibsize, data, datasize, zlibsettings); + if(!error) { + error = lodepng_chunk_createv(out, zlibsize, "IDAT", zlib); + } + lodepng_free(zlib); + return error; +} + +static unsigned addChunk_IEND(ucvector* out) { + return lodepng_chunk_createv(out, 0, "IEND", 0); +} + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + +static unsigned addChunk_tEXt(ucvector* out, const char* keyword, const char* textstring) { + unsigned char* chunk = 0; + size_t keysize = lodepng_strlen(keyword), textsize = lodepng_strlen(textstring); + size_t size = keysize + 1 + textsize; + if(keysize < 1 || keysize > 79) return 89; /*error: invalid keyword size*/ + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, size, "tEXt")); + lodepng_memcpy(chunk + 8, keyword, keysize); + chunk[8 + keysize] = 0; /*null termination char*/ + lodepng_memcpy(chunk + 9 + keysize, textstring, textsize); + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_zTXt(ucvector* out, const char* keyword, const char* textstring, + LodePNGCompressSettings* zlibsettings) { + unsigned error = 0; + unsigned char* chunk = 0; + unsigned char* compressed = 0; + size_t compressedsize = 0; + size_t textsize = lodepng_strlen(textstring); + size_t keysize = lodepng_strlen(keyword); + if(keysize < 1 || keysize > 79) return 89; /*error: invalid keyword size*/ + + error = zlib_compress(&compressed, &compressedsize, + (const unsigned char*)textstring, textsize, zlibsettings); + if(!error) { + size_t size = keysize + 2 + compressedsize; + error = lodepng_chunk_init(&chunk, out, size, "zTXt"); + } + if(!error) { + lodepng_memcpy(chunk + 8, keyword, keysize); + chunk[8 + keysize] = 0; /*null termination char*/ + chunk[9 + keysize] = 0; /*compression method: 0*/ + lodepng_memcpy(chunk + 10 + keysize, compressed, compressedsize); + lodepng_chunk_generate_crc(chunk); + } + + lodepng_free(compressed); + return error; +} + +static unsigned addChunk_iTXt(ucvector* out, unsigned compress, const char* keyword, const char* langtag, + const char* transkey, const char* textstring, LodePNGCompressSettings* zlibsettings) { + unsigned error = 0; + unsigned char* chunk = 0; + unsigned char* compressed = 0; + size_t compressedsize = 0; + size_t textsize = lodepng_strlen(textstring); + size_t keysize = lodepng_strlen(keyword), langsize = lodepng_strlen(langtag), transsize = lodepng_strlen(transkey); + + if(keysize < 1 || keysize > 79) return 89; /*error: invalid keyword size*/ + + if(compress) { + error = zlib_compress(&compressed, &compressedsize, + (const unsigned char*)textstring, textsize, zlibsettings); + } + if(!error) { + size_t size = keysize + 3 + langsize + 1 + transsize + 1 + (compress ? compressedsize : textsize); + error = lodepng_chunk_init(&chunk, out, size, "iTXt"); + } + if(!error) { + size_t pos = 8; + lodepng_memcpy(chunk + pos, keyword, keysize); + pos += keysize; + chunk[pos++] = 0; /*null termination char*/ + chunk[pos++] = (compress ? 1 : 0); /*compression flag*/ + chunk[pos++] = 0; /*compression method: 0*/ + lodepng_memcpy(chunk + pos, langtag, langsize); + pos += langsize; + chunk[pos++] = 0; /*null termination char*/ + lodepng_memcpy(chunk + pos, transkey, transsize); + pos += transsize; + chunk[pos++] = 0; /*null termination char*/ + if(compress) { + lodepng_memcpy(chunk + pos, compressed, compressedsize); + } else { + lodepng_memcpy(chunk + pos, textstring, textsize); + } + lodepng_chunk_generate_crc(chunk); + } + + lodepng_free(compressed); + return error; +} + +static unsigned addChunk_bKGD(ucvector* out, const LodePNGInfo* info) { + unsigned char* chunk = 0; + if(info->color.colortype == LCT_GREY || info->color.colortype == LCT_GREY_ALPHA) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 2, "bKGD")); + chunk[8] = (unsigned char)(info->background_r >> 8); + chunk[9] = (unsigned char)(info->background_r & 255); + } else if(info->color.colortype == LCT_RGB || info->color.colortype == LCT_RGBA) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 6, "bKGD")); + chunk[8] = (unsigned char)(info->background_r >> 8); + chunk[9] = (unsigned char)(info->background_r & 255); + chunk[10] = (unsigned char)(info->background_g >> 8); + chunk[11] = (unsigned char)(info->background_g & 255); + chunk[12] = (unsigned char)(info->background_b >> 8); + chunk[13] = (unsigned char)(info->background_b & 255); + } else if(info->color.colortype == LCT_PALETTE) { + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 1, "bKGD")); + chunk[8] = (unsigned char)(info->background_r & 255); /*palette index*/ + } + if(chunk) lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_tIME(ucvector* out, const LodePNGTime* time) { + unsigned char* chunk; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 7, "tIME")); + chunk[8] = (unsigned char)(time->year >> 8); + chunk[9] = (unsigned char)(time->year & 255); + chunk[10] = (unsigned char)time->month; + chunk[11] = (unsigned char)time->day; + chunk[12] = (unsigned char)time->hour; + chunk[13] = (unsigned char)time->minute; + chunk[14] = (unsigned char)time->second; + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_pHYs(ucvector* out, const LodePNGInfo* info) { + unsigned char* chunk; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 9, "pHYs")); + lodepng_set32bitInt(chunk + 8, info->phys_x); + lodepng_set32bitInt(chunk + 12, info->phys_y); + chunk[16] = info->phys_unit; + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_gAMA(ucvector* out, const LodePNGInfo* info) { + unsigned char* chunk; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 4, "gAMA")); + lodepng_set32bitInt(chunk + 8, info->gama_gamma); + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_cHRM(ucvector* out, const LodePNGInfo* info) { + unsigned char* chunk; + CERROR_TRY_RETURN(lodepng_chunk_init(&chunk, out, 32, "cHRM")); + lodepng_set32bitInt(chunk + 8, info->chrm_white_x); + lodepng_set32bitInt(chunk + 12, info->chrm_white_y); + lodepng_set32bitInt(chunk + 16, info->chrm_red_x); + lodepng_set32bitInt(chunk + 20, info->chrm_red_y); + lodepng_set32bitInt(chunk + 24, info->chrm_green_x); + lodepng_set32bitInt(chunk + 28, info->chrm_green_y); + lodepng_set32bitInt(chunk + 32, info->chrm_blue_x); + lodepng_set32bitInt(chunk + 36, info->chrm_blue_y); + lodepng_chunk_generate_crc(chunk); + return 0; +} + +static unsigned addChunk_sRGB(ucvector* out, const LodePNGInfo* info) { + unsigned char data = info->srgb_intent; + return lodepng_chunk_createv(out, 1, "sRGB", &data); +} + +static unsigned addChunk_iCCP(ucvector* out, const LodePNGInfo* info, LodePNGCompressSettings* zlibsettings) { + unsigned error = 0; + unsigned char* chunk = 0; + unsigned char* compressed = 0; + size_t compressedsize = 0; + size_t keysize = lodepng_strlen(info->iccp_name); + + if(keysize < 1 || keysize > 79) return 89; /*error: invalid keyword size*/ + error = zlib_compress(&compressed, &compressedsize, + info->iccp_profile, info->iccp_profile_size, zlibsettings); + if(!error) { + size_t size = keysize + 2 + compressedsize; + error = lodepng_chunk_init(&chunk, out, size, "iCCP"); + } + if(!error) { + lodepng_memcpy(chunk + 8, info->iccp_name, keysize); + chunk[8 + keysize] = 0; /*null termination char*/ + chunk[9 + keysize] = 0; /*compression method: 0*/ + lodepng_memcpy(chunk + 10 + keysize, compressed, compressedsize); + lodepng_chunk_generate_crc(chunk); + } + + lodepng_free(compressed); + return error; +} + +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +static void filterScanline(unsigned char* out, const unsigned char* scanline, const unsigned char* prevline, + size_t length, size_t bytewidth, unsigned char filterType) { + size_t i; + switch(filterType) { + case 0: /*None*/ + for(i = 0; i != length; ++i) out[i] = scanline[i]; + break; + case 1: /*Sub*/ + for(i = 0; i != bytewidth; ++i) out[i] = scanline[i]; + for(i = bytewidth; i < length; ++i) out[i] = scanline[i] - scanline[i - bytewidth]; + break; + case 2: /*Up*/ + if(prevline) { + for(i = 0; i != length; ++i) out[i] = scanline[i] - prevline[i]; + } else { + for(i = 0; i != length; ++i) out[i] = scanline[i]; + } + break; + case 3: /*Average*/ + if(prevline) { + for(i = 0; i != bytewidth; ++i) out[i] = scanline[i] - (prevline[i] >> 1); + for(i = bytewidth; i < length; ++i) out[i] = scanline[i] - ((scanline[i - bytewidth] + prevline[i]) >> 1); + } else { + for(i = 0; i != bytewidth; ++i) out[i] = scanline[i]; + for(i = bytewidth; i < length; ++i) out[i] = scanline[i] - (scanline[i - bytewidth] >> 1); + } + break; + case 4: /*Paeth*/ + if(prevline) { + /*paethPredictor(0, prevline[i], 0) is always prevline[i]*/ + for(i = 0; i != bytewidth; ++i) out[i] = (scanline[i] - prevline[i]); + for(i = bytewidth; i < length; ++i) { + out[i] = (scanline[i] - paethPredictor(scanline[i - bytewidth], prevline[i], prevline[i - bytewidth])); + } + } else { + for(i = 0; i != bytewidth; ++i) out[i] = scanline[i]; + /*paethPredictor(scanline[i - bytewidth], 0, 0) is always scanline[i - bytewidth]*/ + for(i = bytewidth; i < length; ++i) out[i] = (scanline[i] - scanline[i - bytewidth]); + } + break; + default: return; /*invalid filter type given*/ + } +} + +/* integer binary logarithm, max return value is 31 */ +static size_t ilog2(size_t i) { + size_t result = 0; + if(i >= 65536) { result += 16; i >>= 16; } + if(i >= 256) { result += 8; i >>= 8; } + if(i >= 16) { result += 4; i >>= 4; } + if(i >= 4) { result += 2; i >>= 2; } + if(i >= 2) { result += 1; /*i >>= 1;*/ } + return result; +} + +/* integer approximation for i * log2(i), helper function for LFS_ENTROPY */ +static size_t ilog2i(size_t i) { + size_t l; + if(i == 0) return 0; + l = ilog2(i); + /* approximate i*log2(i): l is integer logarithm, ((i - (1u << l)) << 1u) + linearly approximates the missing fractional part multiplied by i */ + return i * l + ((i - (1u << l)) << 1u); +} + +static unsigned filter(unsigned char* out, const unsigned char* in, unsigned w, unsigned h, + const LodePNGColorMode* color, const LodePNGEncoderSettings* settings) { + /* + For PNG filter method 0 + out must be a buffer with as size: h + (w * h * bpp + 7u) / 8u, because there are + the scanlines with 1 extra byte per scanline + */ + + unsigned bpp = lodepng_get_bpp(color); + /*the width of a scanline in bytes, not including the filter type*/ + size_t linebytes = lodepng_get_raw_size_idat(w, 1, bpp) - 1u; + + /*bytewidth is used for filtering, is 1 when bpp < 8, number of bytes per pixel otherwise*/ + size_t bytewidth = (bpp + 7u) / 8u; + const unsigned char* prevline = 0; + unsigned x, y; + unsigned error = 0; + LodePNGFilterStrategy strategy = settings->filter_strategy; + + /* + There is a heuristic called the minimum sum of absolute differences heuristic, suggested by the PNG standard: + * If the image type is Palette, or the bit depth is smaller than 8, then do not filter the image (i.e. + use fixed filtering, with the filter None). + * (The other case) If the image type is Grayscale or RGB (with or without Alpha), and the bit depth is + not smaller than 8, then use adaptive filtering heuristic as follows: independently for each row, apply + all five filters and select the filter that produces the smallest sum of absolute values per row. + This heuristic is used if filter strategy is LFS_MINSUM and filter_palette_zero is true. + + If filter_palette_zero is true and filter_strategy is not LFS_MINSUM, the above heuristic is followed, + but for "the other case", whatever strategy filter_strategy is set to instead of the minimum sum + heuristic is used. + */ + if(settings->filter_palette_zero && + (color->colortype == LCT_PALETTE || color->bitdepth < 8)) strategy = LFS_ZERO; + + if(bpp == 0) return 31; /*error: invalid color type*/ + + if(strategy >= LFS_ZERO && strategy <= LFS_FOUR) { + unsigned char type = (unsigned char)strategy; + for(y = 0; y != h; ++y) { + size_t outindex = (1 + linebytes) * y; /*the extra filterbyte added to each row*/ + size_t inindex = linebytes * y; + out[outindex] = type; /*filter type byte*/ + filterScanline(&out[outindex + 1], &in[inindex], prevline, linebytes, bytewidth, type); + prevline = &in[inindex]; + } + } else if(strategy == LFS_MINSUM) { + /*adaptive filtering*/ + unsigned char* attempt[5]; /*five filtering attempts, one for each filter type*/ + size_t smallest = 0; + unsigned char type, bestType = 0; + + for(type = 0; type != 5; ++type) { + attempt[type] = (unsigned char*)lodepng_malloc(linebytes); + if(!attempt[type]) error = 83; /*alloc fail*/ + } + + if(!error) { + for(y = 0; y != h; ++y) { + /*try the 5 filter types*/ + for(type = 0; type != 5; ++type) { + size_t sum = 0; + filterScanline(attempt[type], &in[y * linebytes], prevline, linebytes, bytewidth, type); + + /*calculate the sum of the result*/ + if(type == 0) { + for(x = 0; x != linebytes; ++x) sum += (unsigned char)(attempt[type][x]); + } else { + for(x = 0; x != linebytes; ++x) { + /*For differences, each byte should be treated as signed, values above 127 are negative + (converted to signed char). Filtertype 0 isn't a difference though, so use unsigned there. + This means filtertype 0 is almost never chosen, but that is justified.*/ + unsigned char s = attempt[type][x]; + sum += s < 128 ? s : (255U - s); + } + } + + /*check if this is smallest sum (or if type == 0 it's the first case so always store the values)*/ + if(type == 0 || sum < smallest) { + bestType = type; + smallest = sum; + } + } + + prevline = &in[y * linebytes]; + + /*now fill the out values*/ + out[y * (linebytes + 1)] = bestType; /*the first byte of a scanline will be the filter type*/ + for(x = 0; x != linebytes; ++x) out[y * (linebytes + 1) + 1 + x] = attempt[bestType][x]; + } + } + + for(type = 0; type != 5; ++type) lodepng_free(attempt[type]); + } else if(strategy == LFS_ENTROPY) { + unsigned char* attempt[5]; /*five filtering attempts, one for each filter type*/ + size_t bestSum = 0; + unsigned type, bestType = 0; + unsigned count[256]; + + for(type = 0; type != 5; ++type) { + attempt[type] = (unsigned char*)lodepng_malloc(linebytes); + if(!attempt[type]) error = 83; /*alloc fail*/ + } + + if(!error) { + for(y = 0; y != h; ++y) { + /*try the 5 filter types*/ + for(type = 0; type != 5; ++type) { + size_t sum = 0; + filterScanline(attempt[type], &in[y * linebytes], prevline, linebytes, bytewidth, type); + lodepng_memset(count, 0, 256 * sizeof(*count)); + for(x = 0; x != linebytes; ++x) ++count[attempt[type][x]]; + ++count[type]; /*the filter type itself is part of the scanline*/ + for(x = 0; x != 256; ++x) { + sum += ilog2i(count[x]); + } + /*check if this is smallest sum (or if type == 0 it's the first case so always store the values)*/ + if(type == 0 || sum > bestSum) { + bestType = type; + bestSum = sum; + } + } + + prevline = &in[y * linebytes]; + + /*now fill the out values*/ + out[y * (linebytes + 1)] = bestType; /*the first byte of a scanline will be the filter type*/ + for(x = 0; x != linebytes; ++x) out[y * (linebytes + 1) + 1 + x] = attempt[bestType][x]; + } + } + + for(type = 0; type != 5; ++type) lodepng_free(attempt[type]); + } else if(strategy == LFS_PREDEFINED) { + for(y = 0; y != h; ++y) { + size_t outindex = (1 + linebytes) * y; /*the extra filterbyte added to each row*/ + size_t inindex = linebytes * y; + unsigned char type = settings->predefined_filters[y]; + out[outindex] = type; /*filter type byte*/ + filterScanline(&out[outindex + 1], &in[inindex], prevline, linebytes, bytewidth, type); + prevline = &in[inindex]; + } + } else if(strategy == LFS_BRUTE_FORCE) { + /*brute force filter chooser. + deflate the scanline after every filter attempt to see which one deflates best. + This is very slow and gives only slightly smaller, sometimes even larger, result*/ + size_t size[5]; + unsigned char* attempt[5]; /*five filtering attempts, one for each filter type*/ + size_t smallest = 0; + unsigned type = 0, bestType = 0; + unsigned char* dummy; + LodePNGCompressSettings zlibsettings; + lodepng_memcpy(&zlibsettings, &settings->zlibsettings, sizeof(LodePNGCompressSettings)); + /*use fixed tree on the attempts so that the tree is not adapted to the filtertype on purpose, + to simulate the true case where the tree is the same for the whole image. Sometimes it gives + better result with dynamic tree anyway. Using the fixed tree sometimes gives worse, but in rare + cases better compression. It does make this a bit less slow, so it's worth doing this.*/ + zlibsettings.btype = 1; + /*a custom encoder likely doesn't read the btype setting and is optimized for complete PNG + images only, so disable it*/ + zlibsettings.custom_zlib = 0; + zlibsettings.custom_deflate = 0; + for(type = 0; type != 5; ++type) { + attempt[type] = (unsigned char*)lodepng_malloc(linebytes); + if(!attempt[type]) error = 83; /*alloc fail*/ + } + if(!error) { + for(y = 0; y != h; ++y) /*try the 5 filter types*/ { + for(type = 0; type != 5; ++type) { + unsigned testsize = (unsigned)linebytes; + /*if(testsize > 8) testsize /= 8;*/ /*it already works good enough by testing a part of the row*/ + + filterScanline(attempt[type], &in[y * linebytes], prevline, linebytes, bytewidth, type); + size[type] = 0; + dummy = 0; + zlib_compress(&dummy, &size[type], attempt[type], testsize, &zlibsettings); + lodepng_free(dummy); + /*check if this is smallest size (or if type == 0 it's the first case so always store the values)*/ + if(type == 0 || size[type] < smallest) { + bestType = type; + smallest = size[type]; + } + } + prevline = &in[y * linebytes]; + out[y * (linebytes + 1)] = bestType; /*the first byte of a scanline will be the filter type*/ + for(x = 0; x != linebytes; ++x) out[y * (linebytes + 1) + 1 + x] = attempt[bestType][x]; + } + } + for(type = 0; type != 5; ++type) lodepng_free(attempt[type]); + } + else return 88; /* unknown filter strategy */ + + return error; +} + +static void addPaddingBits(unsigned char* out, const unsigned char* in, + size_t olinebits, size_t ilinebits, unsigned h) { + /*The opposite of the removePaddingBits function + olinebits must be >= ilinebits*/ + unsigned y; + size_t diff = olinebits - ilinebits; + size_t obp = 0, ibp = 0; /*bit pointers*/ + for(y = 0; y != h; ++y) { + size_t x; + for(x = 0; x < ilinebits; ++x) { + unsigned char bit = readBitFromReversedStream(&ibp, in); + setBitOfReversedStream(&obp, out, bit); + } + /*obp += diff; --> no, fill in some value in the padding bits too, to avoid + "Use of uninitialised value of size ###" warning from valgrind*/ + for(x = 0; x != diff; ++x) setBitOfReversedStream(&obp, out, 0); + } +} + +/* +in: non-interlaced image with size w*h +out: the same pixels, but re-ordered according to PNG's Adam7 interlacing, with + no padding bits between scanlines, but between reduced images so that each + reduced image starts at a byte. +bpp: bits per pixel +there are no padding bits, not between scanlines, not between reduced images +in has the following size in bits: w * h * bpp. +out is possibly bigger due to padding bits between reduced images +NOTE: comments about padding bits are only relevant if bpp < 8 +*/ +static void Adam7_interlace(unsigned char* out, const unsigned char* in, unsigned w, unsigned h, unsigned bpp) { + unsigned passw[7], passh[7]; + size_t filter_passstart[8], padded_passstart[8], passstart[8]; + unsigned i; + + Adam7_getpassvalues(passw, passh, filter_passstart, padded_passstart, passstart, w, h, bpp); + + if(bpp >= 8) { + for(i = 0; i != 7; ++i) { + unsigned x, y, b; + size_t bytewidth = bpp / 8u; + for(y = 0; y < passh[i]; ++y) + for(x = 0; x < passw[i]; ++x) { + size_t pixelinstart = ((ADAM7_IY[i] + y * ADAM7_DY[i]) * w + ADAM7_IX[i] + x * ADAM7_DX[i]) * bytewidth; + size_t pixeloutstart = passstart[i] + (y * passw[i] + x) * bytewidth; + for(b = 0; b < bytewidth; ++b) { + out[pixeloutstart + b] = in[pixelinstart + b]; + } + } + } + } else /*bpp < 8: Adam7 with pixels < 8 bit is a bit trickier: with bit pointers*/ { + for(i = 0; i != 7; ++i) { + unsigned x, y, b; + unsigned ilinebits = bpp * passw[i]; + unsigned olinebits = bpp * w; + size_t obp, ibp; /*bit pointers (for out and in buffer)*/ + for(y = 0; y < passh[i]; ++y) + for(x = 0; x < passw[i]; ++x) { + ibp = (ADAM7_IY[i] + y * ADAM7_DY[i]) * olinebits + (ADAM7_IX[i] + x * ADAM7_DX[i]) * bpp; + obp = (8 * passstart[i]) + (y * ilinebits + x * bpp); + for(b = 0; b < bpp; ++b) { + unsigned char bit = readBitFromReversedStream(&ibp, in); + setBitOfReversedStream(&obp, out, bit); + } + } + } + } +} + +/*out must be buffer big enough to contain uncompressed IDAT chunk data, and in must contain the full image. +return value is error**/ +static unsigned preProcessScanlines(unsigned char** out, size_t* outsize, const unsigned char* in, + unsigned w, unsigned h, + const LodePNGInfo* info_png, const LodePNGEncoderSettings* settings) { + /* + This function converts the pure 2D image with the PNG's colortype, into filtered-padded-interlaced data. Steps: + *) if no Adam7: 1) add padding bits (= possible extra bits per scanline if bpp < 8) 2) filter + *) if adam7: 1) Adam7_interlace 2) 7x add padding bits 3) 7x filter + */ + unsigned bpp = lodepng_get_bpp(&info_png->color); + unsigned error = 0; + + if(info_png->interlace_method == 0) { + *outsize = h + (h * ((w * bpp + 7u) / 8u)); /*image size plus an extra byte per scanline + possible padding bits*/ + *out = (unsigned char*)lodepng_malloc(*outsize); + if(!(*out) && (*outsize)) error = 83; /*alloc fail*/ + + if(!error) { + /*non multiple of 8 bits per scanline, padding bits needed per scanline*/ + if(bpp < 8 && w * bpp != ((w * bpp + 7u) / 8u) * 8u) { + unsigned char* padded = (unsigned char*)lodepng_malloc(h * ((w * bpp + 7u) / 8u)); + if(!padded) error = 83; /*alloc fail*/ + if(!error) { + addPaddingBits(padded, in, ((w * bpp + 7u) / 8u) * 8u, w * bpp, h); + error = filter(*out, padded, w, h, &info_png->color, settings); + } + lodepng_free(padded); + } else { + /*we can immediately filter into the out buffer, no other steps needed*/ + error = filter(*out, in, w, h, &info_png->color, settings); + } + } + } else /*interlace_method is 1 (Adam7)*/ { + unsigned passw[7], passh[7]; + size_t filter_passstart[8], padded_passstart[8], passstart[8]; + unsigned char* adam7; + + Adam7_getpassvalues(passw, passh, filter_passstart, padded_passstart, passstart, w, h, bpp); + + *outsize = filter_passstart[7]; /*image size plus an extra byte per scanline + possible padding bits*/ + *out = (unsigned char*)lodepng_malloc(*outsize); + if(!(*out)) error = 83; /*alloc fail*/ + + adam7 = (unsigned char*)lodepng_malloc(passstart[7]); + if(!adam7 && passstart[7]) error = 83; /*alloc fail*/ + + if(!error) { + unsigned i; + + Adam7_interlace(adam7, in, w, h, bpp); + for(i = 0; i != 7; ++i) { + if(bpp < 8) { + unsigned char* padded = (unsigned char*)lodepng_malloc(padded_passstart[i + 1] - padded_passstart[i]); + if(!padded) ERROR_BREAK(83); /*alloc fail*/ + addPaddingBits(padded, &adam7[passstart[i]], + ((passw[i] * bpp + 7u) / 8u) * 8u, passw[i] * bpp, passh[i]); + error = filter(&(*out)[filter_passstart[i]], padded, + passw[i], passh[i], &info_png->color, settings); + lodepng_free(padded); + } else { + error = filter(&(*out)[filter_passstart[i]], &adam7[padded_passstart[i]], + passw[i], passh[i], &info_png->color, settings); + } + + if(error) break; + } + } + + lodepng_free(adam7); + } + + return error; +} + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS +static unsigned addUnknownChunks(ucvector* out, unsigned char* data, size_t datasize) { + unsigned char* inchunk = data; + while((size_t)(inchunk - data) < datasize) { + CERROR_TRY_RETURN(lodepng_chunk_append(&out->data, &out->size, inchunk)); + out->allocsize = out->size; /*fix the allocsize again*/ + inchunk = lodepng_chunk_next(inchunk, data + datasize); + } + return 0; +} + +static unsigned isGrayICCProfile(const unsigned char* profile, unsigned size) { + /* + It is a gray profile if bytes 16-19 are "GRAY", rgb profile if bytes 16-19 + are "RGB ". We do not perform any full parsing of the ICC profile here, other + than check those 4 bytes to grayscale profile. Other than that, validity of + the profile is not checked. This is needed only because the PNG specification + requires using a non-gray color model if there is an ICC profile with "RGB " + (sadly limiting compression opportunities if the input data is grayscale RGB + data), and requires using a gray color model if it is "GRAY". + */ + if(size < 20) return 0; + return profile[16] == 'G' && profile[17] == 'R' && profile[18] == 'A' && profile[19] == 'Y'; +} + +static unsigned isRGBICCProfile(const unsigned char* profile, unsigned size) { + /* See comment in isGrayICCProfile*/ + if(size < 20) return 0; + return profile[16] == 'R' && profile[17] == 'G' && profile[18] == 'B' && profile[19] == ' '; +} +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +unsigned lodepng_encode(unsigned char** out, size_t* outsize, + const unsigned char* image, unsigned w, unsigned h, + LodePNGState* state) { + unsigned char* data = 0; /*uncompressed version of the IDAT chunk data*/ + size_t datasize = 0; + ucvector outv = ucvector_init(NULL, 0); + LodePNGInfo info; + const LodePNGInfo* info_png = &state->info_png; + + lodepng_info_init(&info); + + /*provide some proper output values if error will happen*/ + *out = 0; + *outsize = 0; + state->error = 0; + + /*check input values validity*/ + if((info_png->color.colortype == LCT_PALETTE || state->encoder.force_palette) + && (info_png->color.palettesize == 0 || info_png->color.palettesize > 256)) { + state->error = 68; /*invalid palette size, it is only allowed to be 1-256*/ + goto cleanup; + } + if(state->encoder.zlibsettings.btype > 2) { + state->error = 61; /*error: invalid btype*/ + goto cleanup; + } + if(info_png->interlace_method > 1) { + state->error = 71; /*error: invalid interlace mode*/ + goto cleanup; + } + state->error = checkColorValidity(info_png->color.colortype, info_png->color.bitdepth); + if(state->error) goto cleanup; /*error: invalid color type given*/ + state->error = checkColorValidity(state->info_raw.colortype, state->info_raw.bitdepth); + if(state->error) goto cleanup; /*error: invalid color type given*/ + + /* color convert and compute scanline filter types */ + lodepng_info_copy(&info, &state->info_png); + if(state->encoder.auto_convert) { + LodePNGColorStats stats; + lodepng_color_stats_init(&stats); +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + if(info_png->iccp_defined && + isGrayICCProfile(info_png->iccp_profile, info_png->iccp_profile_size)) { + /*the PNG specification does not allow to use palette with a GRAY ICC profile, even + if the palette has only gray colors, so disallow it.*/ + stats.allow_palette = 0; + } + if(info_png->iccp_defined && + isRGBICCProfile(info_png->iccp_profile, info_png->iccp_profile_size)) { + /*the PNG specification does not allow to use grayscale color with RGB ICC profile, so disallow gray.*/ + stats.allow_greyscale = 0; + } +#endif /* LODEPNG_COMPILE_ANCILLARY_CHUNKS */ + state->error = lodepng_compute_color_stats(&stats, image, w, h, &state->info_raw); + if(state->error) goto cleanup; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + if(info_png->background_defined) { + /*the background chunk's color must be taken into account as well*/ + unsigned r = 0, g = 0, b = 0; + LodePNGColorMode mode16 = lodepng_color_mode_make(LCT_RGB, 16); + lodepng_convert_rgb(&r, &g, &b, info_png->background_r, info_png->background_g, info_png->background_b, &mode16, &info_png->color); + state->error = lodepng_color_stats_add(&stats, r, g, b, 65535); + if(state->error) goto cleanup; + } +#endif /* LODEPNG_COMPILE_ANCILLARY_CHUNKS */ + state->error = auto_choose_color(&info.color, &state->info_raw, &stats); + if(state->error) goto cleanup; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*also convert the background chunk*/ + if(info_png->background_defined) { + if(lodepng_convert_rgb(&info.background_r, &info.background_g, &info.background_b, + info_png->background_r, info_png->background_g, info_png->background_b, &info.color, &info_png->color)) { + state->error = 104; + goto cleanup; + } + } +#endif /* LODEPNG_COMPILE_ANCILLARY_CHUNKS */ + } +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + if(info_png->iccp_defined) { + unsigned gray_icc = isGrayICCProfile(info_png->iccp_profile, info_png->iccp_profile_size); + unsigned rgb_icc = isRGBICCProfile(info_png->iccp_profile, info_png->iccp_profile_size); + unsigned gray_png = info.color.colortype == LCT_GREY || info.color.colortype == LCT_GREY_ALPHA; + if(!gray_icc && !rgb_icc) { + state->error = 100; /* Disallowed profile color type for PNG */ + goto cleanup; + } + if(gray_icc != gray_png) { + /*Not allowed to use RGB/RGBA/palette with GRAY ICC profile or vice versa, + or in case of auto_convert, it wasn't possible to find appropriate model*/ + state->error = state->encoder.auto_convert ? 102 : 101; + goto cleanup; + } + } +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + if(!lodepng_color_mode_equal(&state->info_raw, &info.color)) { + unsigned char* converted; + size_t size = ((size_t)w * (size_t)h * (size_t)lodepng_get_bpp(&info.color) + 7u) / 8u; + + converted = (unsigned char*)lodepng_malloc(size); + if(!converted && size) state->error = 83; /*alloc fail*/ + if(!state->error) { + state->error = lodepng_convert(converted, image, &info.color, &state->info_raw, w, h); + } + if(!state->error) { + state->error = preProcessScanlines(&data, &datasize, converted, w, h, &info, &state->encoder); + } + lodepng_free(converted); + if(state->error) goto cleanup; + } else { + state->error = preProcessScanlines(&data, &datasize, image, w, h, &info, &state->encoder); + if(state->error) goto cleanup; + } + + /* output all PNG chunks */ { +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + size_t i; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + /*write signature and chunks*/ + state->error = writeSignature(&outv); + if(state->error) goto cleanup; + /*IHDR*/ + state->error = addChunk_IHDR(&outv, w, h, info.color.colortype, info.color.bitdepth, info.interlace_method); + if(state->error) goto cleanup; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*unknown chunks between IHDR and PLTE*/ + if(info.unknown_chunks_data[0]) { + state->error = addUnknownChunks(&outv, info.unknown_chunks_data[0], info.unknown_chunks_size[0]); + if(state->error) goto cleanup; + } + /*color profile chunks must come before PLTE */ + if(info.iccp_defined) { + state->error = addChunk_iCCP(&outv, &info, &state->encoder.zlibsettings); + if(state->error) goto cleanup; + } + if(info.srgb_defined) { + state->error = addChunk_sRGB(&outv, &info); + if(state->error) goto cleanup; + } + if(info.gama_defined) { + state->error = addChunk_gAMA(&outv, &info); + if(state->error) goto cleanup; + } + if(info.chrm_defined) { + state->error = addChunk_cHRM(&outv, &info); + if(state->error) goto cleanup; + } +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + /*PLTE*/ + if(info.color.colortype == LCT_PALETTE) { + state->error = addChunk_PLTE(&outv, &info.color); + if(state->error) goto cleanup; + } + if(state->encoder.force_palette && (info.color.colortype == LCT_RGB || info.color.colortype == LCT_RGBA)) { + /*force_palette means: write suggested palette for truecolor in PLTE chunk*/ + state->error = addChunk_PLTE(&outv, &info.color); + if(state->error) goto cleanup; + } + /*tRNS (this will only add if when necessary) */ + state->error = addChunk_tRNS(&outv, &info.color); + if(state->error) goto cleanup; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*bKGD (must come between PLTE and the IDAt chunks*/ + if(info.background_defined) { + state->error = addChunk_bKGD(&outv, &info); + if(state->error) goto cleanup; + } + /*pHYs (must come before the IDAT chunks)*/ + if(info.phys_defined) { + state->error = addChunk_pHYs(&outv, &info); + if(state->error) goto cleanup; + } + + /*unknown chunks between PLTE and IDAT*/ + if(info.unknown_chunks_data[1]) { + state->error = addUnknownChunks(&outv, info.unknown_chunks_data[1], info.unknown_chunks_size[1]); + if(state->error) goto cleanup; + } +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + /*IDAT (multiple IDAT chunks must be consecutive)*/ + state->error = addChunk_IDAT(&outv, data, datasize, &state->encoder.zlibsettings); + if(state->error) goto cleanup; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*tIME*/ + if(info.time_defined) { + state->error = addChunk_tIME(&outv, &info.time); + if(state->error) goto cleanup; + } + /*tEXt and/or zTXt*/ + for(i = 0; i != info.text_num; ++i) { + if(lodepng_strlen(info.text_keys[i]) > 79) { + state->error = 66; /*text chunk too large*/ + goto cleanup; + } + if(lodepng_strlen(info.text_keys[i]) < 1) { + state->error = 67; /*text chunk too small*/ + goto cleanup; + } + if(state->encoder.text_compression) { + state->error = addChunk_zTXt(&outv, info.text_keys[i], info.text_strings[i], &state->encoder.zlibsettings); + if(state->error) goto cleanup; + } else { + state->error = addChunk_tEXt(&outv, info.text_keys[i], info.text_strings[i]); + if(state->error) goto cleanup; + } + } + /*LodePNG version id in text chunk*/ + if(state->encoder.add_id) { + unsigned already_added_id_text = 0; + for(i = 0; i != info.text_num; ++i) { + const char* k = info.text_keys[i]; + /* Could use strcmp, but we're not calling or reimplementing this C library function for this use only */ + if(k[0] == 'L' && k[1] == 'o' && k[2] == 'd' && k[3] == 'e' && + k[4] == 'P' && k[5] == 'N' && k[6] == 'G' && k[7] == '\0') { + already_added_id_text = 1; + break; + } + } + if(already_added_id_text == 0) { + state->error = addChunk_tEXt(&outv, "LodePNG", LODEPNG_VERSION_STRING); /*it's shorter as tEXt than as zTXt chunk*/ + if(state->error) goto cleanup; + } + } + /*iTXt*/ + for(i = 0; i != info.itext_num; ++i) { + if(lodepng_strlen(info.itext_keys[i]) > 79) { + state->error = 66; /*text chunk too large*/ + goto cleanup; + } + if(lodepng_strlen(info.itext_keys[i]) < 1) { + state->error = 67; /*text chunk too small*/ + goto cleanup; + } + state->error = addChunk_iTXt( + &outv, state->encoder.text_compression, + info.itext_keys[i], info.itext_langtags[i], info.itext_transkeys[i], info.itext_strings[i], + &state->encoder.zlibsettings); + if(state->error) goto cleanup; + } + + /*unknown chunks between IDAT and IEND*/ + if(info.unknown_chunks_data[2]) { + state->error = addUnknownChunks(&outv, info.unknown_chunks_data[2], info.unknown_chunks_size[2]); + if(state->error) goto cleanup; + } +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + state->error = addChunk_IEND(&outv); + if(state->error) goto cleanup; + } + +cleanup: + lodepng_info_cleanup(&info); + lodepng_free(data); + + /*instead of cleaning the vector up, give it to the output*/ + *out = outv.data; + *outsize = outv.size; + + return state->error; +} + +unsigned lodepng_encode_memory(unsigned char** out, size_t* outsize, const unsigned char* image, + unsigned w, unsigned h, LodePNGColorType colortype, unsigned bitdepth) { + unsigned error; + LodePNGState state; + lodepng_state_init(&state); + state.info_raw.colortype = colortype; + state.info_raw.bitdepth = bitdepth; + state.info_png.color.colortype = colortype; + state.info_png.color.bitdepth = bitdepth; + lodepng_encode(out, outsize, image, w, h, &state); + error = state.error; + lodepng_state_cleanup(&state); + return error; +} + +unsigned lodepng_encode32(unsigned char** out, size_t* outsize, const unsigned char* image, unsigned w, unsigned h) { + return lodepng_encode_memory(out, outsize, image, w, h, LCT_RGBA, 8); +} + +unsigned lodepng_encode24(unsigned char** out, size_t* outsize, const unsigned char* image, unsigned w, unsigned h) { + return lodepng_encode_memory(out, outsize, image, w, h, LCT_RGB, 8); +} + +#ifdef LODEPNG_COMPILE_DISK +unsigned lodepng_encode_file(const char* filename, const unsigned char* image, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth) { + unsigned char* buffer; + size_t buffersize; + unsigned error = lodepng_encode_memory(&buffer, &buffersize, image, w, h, colortype, bitdepth); + if(!error) error = lodepng_save_file(buffer, buffersize, filename); + lodepng_free(buffer); + return error; +} + +unsigned lodepng_encode32_file(const char* filename, const unsigned char* image, unsigned w, unsigned h) { + return lodepng_encode_file(filename, image, w, h, LCT_RGBA, 8); +} + +unsigned lodepng_encode24_file(const char* filename, const unsigned char* image, unsigned w, unsigned h) { + return lodepng_encode_file(filename, image, w, h, LCT_RGB, 8); +} +#endif /*LODEPNG_COMPILE_DISK*/ + +void lodepng_encoder_settings_init(LodePNGEncoderSettings* settings) { + lodepng_compress_settings_init(&settings->zlibsettings); + settings->filter_palette_zero = 1; + settings->filter_strategy = LFS_MINSUM; + settings->auto_convert = 1; + settings->force_palette = 0; + settings->predefined_filters = 0; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + settings->add_id = 0; + settings->text_compression = 1; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} + +#endif /*LODEPNG_COMPILE_ENCODER*/ +#endif /*LODEPNG_COMPILE_PNG*/ + +#ifdef LODEPNG_COMPILE_ERROR_TEXT +/* +This returns the description of a numerical error code in English. This is also +the documentation of all the error codes. +*/ +const char* lodepng_error_text(unsigned code) { + switch(code) { + case 0: return "no error, everything went ok"; + case 1: return "nothing done yet"; /*the Encoder/Decoder has done nothing yet, error checking makes no sense yet*/ + case 10: return "end of input memory reached without huffman end code"; /*while huffman decoding*/ + case 11: return "error in code tree made it jump outside of huffman tree"; /*while huffman decoding*/ + case 13: return "problem while processing dynamic deflate block"; + case 14: return "problem while processing dynamic deflate block"; + case 15: return "problem while processing dynamic deflate block"; + /*this error could happen if there are only 0 or 1 symbols present in the huffman code:*/ + case 16: return "invalid code while processing dynamic deflate block"; + case 17: return "end of out buffer memory reached while inflating"; + case 18: return "invalid distance code while inflating"; + case 19: return "end of out buffer memory reached while inflating"; + case 20: return "invalid deflate block BTYPE encountered while decoding"; + case 21: return "NLEN is not ones complement of LEN in a deflate block"; + + /*end of out buffer memory reached while inflating: + This can happen if the inflated deflate data is longer than the amount of bytes required to fill up + all the pixels of the image, given the color depth and image dimensions. Something that doesn't + happen in a normal, well encoded, PNG image.*/ + case 22: return "end of out buffer memory reached while inflating"; + case 23: return "end of in buffer memory reached while inflating"; + case 24: return "invalid FCHECK in zlib header"; + case 25: return "invalid compression method in zlib header"; + case 26: return "FDICT encountered in zlib header while it's not used for PNG"; + case 27: return "PNG file is smaller than a PNG header"; + /*Checks the magic file header, the first 8 bytes of the PNG file*/ + case 28: return "incorrect PNG signature, it's no PNG or corrupted"; + case 29: return "first chunk is not the header chunk"; + case 30: return "chunk length too large, chunk broken off at end of file"; + case 31: return "illegal PNG color type or bpp"; + case 32: return "illegal PNG compression method"; + case 33: return "illegal PNG filter method"; + case 34: return "illegal PNG interlace method"; + case 35: return "chunk length of a chunk is too large or the chunk too small"; + case 36: return "illegal PNG filter type encountered"; + case 37: return "illegal bit depth for this color type given"; + case 38: return "the palette is too small or too big"; /*0, or more than 256 colors*/ + case 39: return "tRNS chunk before PLTE or has more entries than palette size"; + case 40: return "tRNS chunk has wrong size for grayscale image"; + case 41: return "tRNS chunk has wrong size for RGB image"; + case 42: return "tRNS chunk appeared while it was not allowed for this color type"; + case 43: return "bKGD chunk has wrong size for palette image"; + case 44: return "bKGD chunk has wrong size for grayscale image"; + case 45: return "bKGD chunk has wrong size for RGB image"; + case 48: return "empty input buffer given to decoder. Maybe caused by non-existing file?"; + case 49: return "jumped past memory while generating dynamic huffman tree"; + case 50: return "jumped past memory while generating dynamic huffman tree"; + case 51: return "jumped past memory while inflating huffman block"; + case 52: return "jumped past memory while inflating"; + case 53: return "size of zlib data too small"; + case 54: return "repeat symbol in tree while there was no value symbol yet"; + /*jumped past tree while generating huffman tree, this could be when the + tree will have more leaves than symbols after generating it out of the + given lengths. They call this an oversubscribed dynamic bit lengths tree in zlib.*/ + case 55: return "jumped past tree while generating huffman tree"; + case 56: return "given output image colortype or bitdepth not supported for color conversion"; + case 57: return "invalid CRC encountered (checking CRC can be disabled)"; + case 58: return "invalid ADLER32 encountered (checking ADLER32 can be disabled)"; + case 59: return "requested color conversion not supported"; + case 60: return "invalid window size given in the settings of the encoder (must be 0-32768)"; + case 61: return "invalid BTYPE given in the settings of the encoder (only 0, 1 and 2 are allowed)"; + /*LodePNG leaves the choice of RGB to grayscale conversion formula to the user.*/ + case 62: return "conversion from color to grayscale not supported"; + /*(2^31-1)*/ + case 63: return "length of a chunk too long, max allowed for PNG is 2147483647 bytes per chunk"; + /*this would result in the inability of a deflated block to ever contain an end code. It must be at least 1.*/ + case 64: return "the length of the END symbol 256 in the Huffman tree is 0"; + case 66: return "the length of a text chunk keyword given to the encoder is longer than the maximum of 79 bytes"; + case 67: return "the length of a text chunk keyword given to the encoder is smaller than the minimum of 1 byte"; + case 68: return "tried to encode a PLTE chunk with a palette that has less than 1 or more than 256 colors"; + case 69: return "unknown chunk type with 'critical' flag encountered by the decoder"; + case 71: return "invalid interlace mode given to encoder (must be 0 or 1)"; + case 72: return "while decoding, invalid compression method encountering in zTXt or iTXt chunk (it must be 0)"; + case 73: return "invalid tIME chunk size"; + case 74: return "invalid pHYs chunk size"; + /*length could be wrong, or data chopped off*/ + case 75: return "no null termination char found while decoding text chunk"; + case 76: return "iTXt chunk too short to contain required bytes"; + case 77: return "integer overflow in buffer size"; + case 78: return "failed to open file for reading"; /*file doesn't exist or couldn't be opened for reading*/ + case 79: return "failed to open file for writing"; + case 80: return "tried creating a tree of 0 symbols"; + case 81: return "lazy matching at pos 0 is impossible"; + case 82: return "color conversion to palette requested while a color isn't in palette, or index out of bounds"; + case 83: return "memory allocation failed"; + case 84: return "given image too small to contain all pixels to be encoded"; + case 86: return "impossible offset in lz77 encoding (internal bug)"; + case 87: return "must provide custom zlib function pointer if LODEPNG_COMPILE_ZLIB is not defined"; + case 88: return "invalid filter strategy given for LodePNGEncoderSettings.filter_strategy"; + case 89: return "text chunk keyword too short or long: must have size 1-79"; + /*the windowsize in the LodePNGCompressSettings. Requiring POT(==> & instead of %) makes encoding 12% faster.*/ + case 90: return "windowsize must be a power of two"; + case 91: return "invalid decompressed idat size"; + case 92: return "integer overflow due to too many pixels"; + case 93: return "zero width or height is invalid"; + case 94: return "header chunk must have a size of 13 bytes"; + case 95: return "integer overflow with combined idat chunk size"; + case 96: return "invalid gAMA chunk size"; + case 97: return "invalid cHRM chunk size"; + case 98: return "invalid sRGB chunk size"; + case 99: return "invalid sRGB rendering intent"; + case 100: return "invalid ICC profile color type, the PNG specification only allows RGB or GRAY"; + case 101: return "PNG specification does not allow RGB ICC profile on gray color types and vice versa"; + case 102: return "not allowed to set grayscale ICC profile with colored pixels by PNG specification"; + case 103: return "invalid palette index in bKGD chunk. Maybe it came before PLTE chunk?"; + case 104: return "invalid bKGD color while encoding (e.g. palette index out of range)"; + case 105: return "integer overflow of bitsize"; + case 106: return "PNG file must have PLTE chunk if color type is palette"; + case 107: return "color convert from palette mode requested without setting the palette data in it"; + case 108: return "tried to add more than 256 values to a palette"; + } + return "unknown error code"; +} +#endif /*LODEPNG_COMPILE_ERROR_TEXT*/ + +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* // C++ Wrapper // */ +/* ////////////////////////////////////////////////////////////////////////// */ +/* ////////////////////////////////////////////////////////////////////////// */ + +#ifdef LODEPNG_COMPILE_CPP +namespace lodepng { + +#ifdef LODEPNG_COMPILE_DISK +unsigned load_file(std::vector& buffer, const std::string& filename) { + long size = lodepng_filesize(filename.c_str()); + if(size < 0) return 78; + buffer.resize((size_t)size); + return size == 0 ? 0 : lodepng_buffer_file(&buffer[0], (size_t)size, filename.c_str()); +} + +/*write given buffer to the file, overwriting the file, it doesn't append to it.*/ +unsigned save_file(const std::vector& buffer, const std::string& filename) { + return lodepng_save_file(buffer.empty() ? 0 : &buffer[0], buffer.size(), filename.c_str()); +} +#endif /* LODEPNG_COMPILE_DISK */ + +#ifdef LODEPNG_COMPILE_ZLIB +#ifdef LODEPNG_COMPILE_DECODER +unsigned decompress(std::vector& out, const unsigned char* in, size_t insize, + const LodePNGDecompressSettings& settings) { + unsigned char* buffer = 0; + size_t buffersize = 0; + unsigned error = zlib_decompress(&buffer, &buffersize, 0, in, insize, &settings); + if(buffer) { + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + lodepng_free(buffer); + } + return error; +} + +unsigned decompress(std::vector& out, const std::vector& in, + const LodePNGDecompressSettings& settings) { + return decompress(out, in.empty() ? 0 : &in[0], in.size(), settings); +} +#endif /* LODEPNG_COMPILE_DECODER */ + +#ifdef LODEPNG_COMPILE_ENCODER +unsigned compress(std::vector& out, const unsigned char* in, size_t insize, + const LodePNGCompressSettings& settings) { + unsigned char* buffer = 0; + size_t buffersize = 0; + unsigned error = zlib_compress(&buffer, &buffersize, in, insize, &settings); + if(buffer) { + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + lodepng_free(buffer); + } + return error; +} + +unsigned compress(std::vector& out, const std::vector& in, + const LodePNGCompressSettings& settings) { + return compress(out, in.empty() ? 0 : &in[0], in.size(), settings); +} +#endif /* LODEPNG_COMPILE_ENCODER */ +#endif /* LODEPNG_COMPILE_ZLIB */ + + +#ifdef LODEPNG_COMPILE_PNG + +State::State() { + lodepng_state_init(this); +} + +State::State(const State& other) { + lodepng_state_init(this); + lodepng_state_copy(this, &other); +} + +State::~State() { + lodepng_state_cleanup(this); +} + +State& State::operator=(const State& other) { + lodepng_state_copy(this, &other); + return *this; +} + +#ifdef LODEPNG_COMPILE_DECODER + +unsigned decode(std::vector& out, unsigned& w, unsigned& h, const unsigned char* in, + size_t insize, LodePNGColorType colortype, unsigned bitdepth) { + unsigned char* buffer = 0; + unsigned error = lodepng_decode_memory(&buffer, &w, &h, in, insize, colortype, bitdepth); + if(buffer && !error) { + State state; + state.info_raw.colortype = colortype; + state.info_raw.bitdepth = bitdepth; + size_t buffersize = lodepng_get_raw_size(w, h, &state.info_raw); + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + } + lodepng_free(buffer); + return error; +} + +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + const std::vector& in, LodePNGColorType colortype, unsigned bitdepth) { + return decode(out, w, h, in.empty() ? 0 : &in[0], (unsigned)in.size(), colortype, bitdepth); +} + +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + State& state, + const unsigned char* in, size_t insize) { + unsigned char* buffer = NULL; + unsigned error = lodepng_decode(&buffer, &w, &h, &state, in, insize); + if(buffer && !error) { + size_t buffersize = lodepng_get_raw_size(w, h, &state.info_raw); + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + } + lodepng_free(buffer); + return error; +} + +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + State& state, + const std::vector& in) { + return decode(out, w, h, state, in.empty() ? 0 : &in[0], in.size()); +} + +#ifdef LODEPNG_COMPILE_DISK +unsigned decode(std::vector& out, unsigned& w, unsigned& h, const std::string& filename, + LodePNGColorType colortype, unsigned bitdepth) { + std::vector buffer; + /* safe output values in case error happens */ + w = h = 0; + unsigned error = load_file(buffer, filename); + if(error) return error; + return decode(out, w, h, buffer, colortype, bitdepth); +} +#endif /* LODEPNG_COMPILE_DECODER */ +#endif /* LODEPNG_COMPILE_DISK */ + +#ifdef LODEPNG_COMPILE_ENCODER +unsigned encode(std::vector& out, const unsigned char* in, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth) { + unsigned char* buffer; + size_t buffersize; + unsigned error = lodepng_encode_memory(&buffer, &buffersize, in, w, h, colortype, bitdepth); + if(buffer) { + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + lodepng_free(buffer); + } + return error; +} + +unsigned encode(std::vector& out, + const std::vector& in, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth) { + if(lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size()) return 84; + return encode(out, in.empty() ? 0 : &in[0], w, h, colortype, bitdepth); +} + +unsigned encode(std::vector& out, + const unsigned char* in, unsigned w, unsigned h, + State& state) { + unsigned char* buffer; + size_t buffersize; + unsigned error = lodepng_encode(&buffer, &buffersize, in, w, h, &state); + if(buffer) { + out.insert(out.end(), &buffer[0], &buffer[buffersize]); + lodepng_free(buffer); + } + return error; +} + +unsigned encode(std::vector& out, + const std::vector& in, unsigned w, unsigned h, + State& state) { + if(lodepng_get_raw_size(w, h, &state.info_raw) > in.size()) return 84; + return encode(out, in.empty() ? 0 : &in[0], w, h, state); +} + +#ifdef LODEPNG_COMPILE_DISK +unsigned encode(const std::string& filename, + const unsigned char* in, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth) { + std::vector buffer; + unsigned error = encode(buffer, in, w, h, colortype, bitdepth); + if(!error) error = save_file(buffer, filename); + return error; +} + +unsigned encode(const std::string& filename, + const std::vector& in, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth) { + if(lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size()) return 84; + return encode(filename, in.empty() ? 0 : &in[0], w, h, colortype, bitdepth); +} +#endif /* LODEPNG_COMPILE_DISK */ +#endif /* LODEPNG_COMPILE_ENCODER */ +#endif /* LODEPNG_COMPILE_PNG */ +} /* namespace lodepng */ +#endif /*LODEPNG_COMPILE_CPP*/ diff --git a/src/lodepng/lodepng.h b/src/lodepng/lodepng.h new file mode 100644 index 0000000..a386459 --- /dev/null +++ b/src/lodepng/lodepng.h @@ -0,0 +1,1945 @@ +/* +LodePNG version 20200306 + +Copyright (c) 2005-2020 Lode Vandevenne + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ + +#ifndef LODEPNG_H +#define LODEPNG_H + +#include /*for size_t*/ + +extern const char* LODEPNG_VERSION_STRING; + +/* +The following #defines are used to create code sections. They can be disabled +to disable code sections, which can give faster compile time and smaller binary. +The "NO_COMPILE" defines are designed to be used to pass as defines to the +compiler command to disable them without modifying this header, e.g. +-DLODEPNG_NO_COMPILE_ZLIB for gcc. +In addition to those below, you can also define LODEPNG_NO_COMPILE_CRC to +allow implementing a custom lodepng_crc32. +*/ +/*deflate & zlib. If disabled, you must specify alternative zlib functions in +the custom_zlib field of the compress and decompress settings*/ +#ifndef LODEPNG_NO_COMPILE_ZLIB +#define LODEPNG_COMPILE_ZLIB +#endif + +/*png encoder and png decoder*/ +#ifndef LODEPNG_NO_COMPILE_PNG +#define LODEPNG_COMPILE_PNG +#endif + +/*deflate&zlib decoder and png decoder*/ +#ifndef LODEPNG_NO_COMPILE_DECODER +#define LODEPNG_COMPILE_DECODER +#endif + +/*deflate&zlib encoder and png encoder*/ +#ifndef LODEPNG_NO_COMPILE_ENCODER +#define LODEPNG_COMPILE_ENCODER +#endif + +/*the optional built in harddisk file loading and saving functions*/ +#ifndef LODEPNG_NO_COMPILE_DISK +#define LODEPNG_COMPILE_DISK +#endif + +/*support for chunks other than IHDR, IDAT, PLTE, tRNS, IEND: ancillary and unknown chunks*/ +#ifndef LODEPNG_NO_COMPILE_ANCILLARY_CHUNKS +#define LODEPNG_COMPILE_ANCILLARY_CHUNKS +#endif + +/*ability to convert error numerical codes to English text string*/ +#ifndef LODEPNG_NO_COMPILE_ERROR_TEXT +#define LODEPNG_COMPILE_ERROR_TEXT +#endif + +/*Compile the default allocators (C's free, malloc and realloc). If you disable this, +you can define the functions lodepng_free, lodepng_malloc and lodepng_realloc in your +source files with custom allocators.*/ +#ifndef LODEPNG_NO_COMPILE_ALLOCATORS +#define LODEPNG_COMPILE_ALLOCATORS +#endif + +/*compile the C++ version (you can disable the C++ wrapper here even when compiling for C++)*/ +#ifdef __cplusplus +#ifndef LODEPNG_NO_COMPILE_CPP +#define LODEPNG_COMPILE_CPP +#endif +#endif + +#ifdef LODEPNG_COMPILE_CPP +#include +#include +#endif /*LODEPNG_COMPILE_CPP*/ + +#ifdef LODEPNG_COMPILE_PNG +/*The PNG color types (also used for raw image).*/ +typedef enum LodePNGColorType { + LCT_GREY = 0, /*grayscale: 1,2,4,8,16 bit*/ + LCT_RGB = 2, /*RGB: 8,16 bit*/ + LCT_PALETTE = 3, /*palette: 1,2,4,8 bit*/ + LCT_GREY_ALPHA = 4, /*grayscale with alpha: 8,16 bit*/ + LCT_RGBA = 6, /*RGB with alpha: 8,16 bit*/ + /*LCT_MAX_OCTET_VALUE lets the compiler allow this enum to represent any invalid + byte value from 0 to 255 that could be present in an invalid PNG file header. Do + not use, compare with or set the name LCT_MAX_OCTET_VALUE, instead either use + the valid color type names above, or numeric values like 1 or 7 when checking for + particular disallowed color type byte values, or cast to integer to print it.*/ + LCT_MAX_OCTET_VALUE = 255 +} LodePNGColorType; + +#ifdef LODEPNG_COMPILE_DECODER +/* +Converts PNG data in memory to raw pixel data. +out: Output parameter. Pointer to buffer that will contain the raw pixel data. + After decoding, its size is w * h * (bytes per pixel) bytes larger than + initially. Bytes per pixel depends on colortype and bitdepth. + Must be freed after usage with free(*out). + Note: for 16-bit per channel colors, uses big endian format like PNG does. +w: Output parameter. Pointer to width of pixel data. +h: Output parameter. Pointer to height of pixel data. +in: Memory buffer with the PNG file. +insize: size of the in buffer. +colortype: the desired color type for the raw output image. See explanation on PNG color types. +bitdepth: the desired bit depth for the raw output image. See explanation on PNG color types. +Return value: LodePNG error code (0 means no error). +*/ +unsigned lodepng_decode_memory(unsigned char** out, unsigned* w, unsigned* h, + const unsigned char* in, size_t insize, + LodePNGColorType colortype, unsigned bitdepth); + +/*Same as lodepng_decode_memory, but always decodes to 32-bit RGBA raw image*/ +unsigned lodepng_decode32(unsigned char** out, unsigned* w, unsigned* h, + const unsigned char* in, size_t insize); + +/*Same as lodepng_decode_memory, but always decodes to 24-bit RGB raw image*/ +unsigned lodepng_decode24(unsigned char** out, unsigned* w, unsigned* h, + const unsigned char* in, size_t insize); + +#ifdef LODEPNG_COMPILE_DISK +/* +Load PNG from disk, from file with given name. +Same as the other decode functions, but instead takes a filename as input. +*/ +unsigned lodepng_decode_file(unsigned char** out, unsigned* w, unsigned* h, + const char* filename, + LodePNGColorType colortype, unsigned bitdepth); + +/*Same as lodepng_decode_file, but always decodes to 32-bit RGBA raw image.*/ +unsigned lodepng_decode32_file(unsigned char** out, unsigned* w, unsigned* h, + const char* filename); + +/*Same as lodepng_decode_file, but always decodes to 24-bit RGB raw image.*/ +unsigned lodepng_decode24_file(unsigned char** out, unsigned* w, unsigned* h, + const char* filename); +#endif /*LODEPNG_COMPILE_DISK*/ +#endif /*LODEPNG_COMPILE_DECODER*/ + + +#ifdef LODEPNG_COMPILE_ENCODER +/* +Converts raw pixel data into a PNG image in memory. The colortype and bitdepth + of the output PNG image cannot be chosen, they are automatically determined + by the colortype, bitdepth and content of the input pixel data. + Note: for 16-bit per channel colors, needs big endian format like PNG does. +out: Output parameter. Pointer to buffer that will contain the PNG image data. + Must be freed after usage with free(*out). +outsize: Output parameter. Pointer to the size in bytes of the out buffer. +image: The raw pixel data to encode. The size of this buffer should be + w * h * (bytes per pixel), bytes per pixel depends on colortype and bitdepth. +w: width of the raw pixel data in pixels. +h: height of the raw pixel data in pixels. +colortype: the color type of the raw input image. See explanation on PNG color types. +bitdepth: the bit depth of the raw input image. See explanation on PNG color types. +Return value: LodePNG error code (0 means no error). +*/ +unsigned lodepng_encode_memory(unsigned char** out, size_t* outsize, + const unsigned char* image, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth); + +/*Same as lodepng_encode_memory, but always encodes from 32-bit RGBA raw image.*/ +unsigned lodepng_encode32(unsigned char** out, size_t* outsize, + const unsigned char* image, unsigned w, unsigned h); + +/*Same as lodepng_encode_memory, but always encodes from 24-bit RGB raw image.*/ +unsigned lodepng_encode24(unsigned char** out, size_t* outsize, + const unsigned char* image, unsigned w, unsigned h); + +#ifdef LODEPNG_COMPILE_DISK +/* +Converts raw pixel data into a PNG file on disk. +Same as the other encode functions, but instead takes a filename as output. +NOTE: This overwrites existing files without warning! +*/ +unsigned lodepng_encode_file(const char* filename, + const unsigned char* image, unsigned w, unsigned h, + LodePNGColorType colortype, unsigned bitdepth); + +/*Same as lodepng_encode_file, but always encodes from 32-bit RGBA raw image.*/ +unsigned lodepng_encode32_file(const char* filename, + const unsigned char* image, unsigned w, unsigned h); + +/*Same as lodepng_encode_file, but always encodes from 24-bit RGB raw image.*/ +unsigned lodepng_encode24_file(const char* filename, + const unsigned char* image, unsigned w, unsigned h); +#endif /*LODEPNG_COMPILE_DISK*/ +#endif /*LODEPNG_COMPILE_ENCODER*/ + + +#ifdef LODEPNG_COMPILE_CPP +namespace lodepng { +#ifdef LODEPNG_COMPILE_DECODER +/*Same as lodepng_decode_memory, but decodes to an std::vector. The colortype +is the format to output the pixels to. Default is RGBA 8-bit per channel.*/ +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + const unsigned char* in, size_t insize, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + const std::vector& in, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +#ifdef LODEPNG_COMPILE_DISK +/* +Converts PNG file from disk to raw pixel data in memory. +Same as the other decode functions, but instead takes a filename as input. +*/ +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + const std::string& filename, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +#endif /* LODEPNG_COMPILE_DISK */ +#endif /* LODEPNG_COMPILE_DECODER */ + +#ifdef LODEPNG_COMPILE_ENCODER +/*Same as lodepng_encode_memory, but encodes to an std::vector. colortype +is that of the raw input data. The output PNG color type will be auto chosen.*/ +unsigned encode(std::vector& out, + const unsigned char* in, unsigned w, unsigned h, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +unsigned encode(std::vector& out, + const std::vector& in, unsigned w, unsigned h, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +#ifdef LODEPNG_COMPILE_DISK +/* +Converts 32-bit RGBA raw pixel data into a PNG file on disk. +Same as the other encode functions, but instead takes a filename as output. +NOTE: This overwrites existing files without warning! +*/ +unsigned encode(const std::string& filename, + const unsigned char* in, unsigned w, unsigned h, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +unsigned encode(const std::string& filename, + const std::vector& in, unsigned w, unsigned h, + LodePNGColorType colortype = LCT_RGBA, unsigned bitdepth = 8); +#endif /* LODEPNG_COMPILE_DISK */ +#endif /* LODEPNG_COMPILE_ENCODER */ +} /* namespace lodepng */ +#endif /*LODEPNG_COMPILE_CPP*/ +#endif /*LODEPNG_COMPILE_PNG*/ + +#ifdef LODEPNG_COMPILE_ERROR_TEXT +/*Returns an English description of the numerical error code.*/ +const char* lodepng_error_text(unsigned code); +#endif /*LODEPNG_COMPILE_ERROR_TEXT*/ + +#ifdef LODEPNG_COMPILE_DECODER +/*Settings for zlib decompression*/ +typedef struct LodePNGDecompressSettings LodePNGDecompressSettings; +struct LodePNGDecompressSettings { + /* Check LodePNGDecoderSettings for more ignorable errors such as ignore_crc */ + unsigned ignore_adler32; /*if 1, continue and don't give an error message if the Adler32 checksum is corrupted*/ + unsigned ignore_nlen; /*ignore complement of len checksum in uncompressed blocks*/ + + /*use custom zlib decoder instead of built in one (default: null)*/ + unsigned (*custom_zlib)(unsigned char**, size_t*, + const unsigned char*, size_t, + const LodePNGDecompressSettings*); + /*use custom deflate decoder instead of built in one (default: null) + if custom_zlib is not null, custom_inflate is ignored (the zlib format uses deflate)*/ + unsigned (*custom_inflate)(unsigned char**, size_t*, + const unsigned char*, size_t, + const LodePNGDecompressSettings*); + + const void* custom_context; /*optional custom settings for custom functions*/ +}; + +extern const LodePNGDecompressSettings lodepng_default_decompress_settings; +void lodepng_decompress_settings_init(LodePNGDecompressSettings* settings); +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER +/* +Settings for zlib compression. Tweaking these settings tweaks the balance +between speed and compression ratio. +*/ +typedef struct LodePNGCompressSettings LodePNGCompressSettings; +struct LodePNGCompressSettings /*deflate = compress*/ { + /*LZ77 related settings*/ + unsigned btype; /*the block type for LZ (0, 1, 2 or 3, see zlib standard). Should be 2 for proper compression.*/ + unsigned use_lz77; /*whether or not to use LZ77. Should be 1 for proper compression.*/ + unsigned windowsize; /*must be a power of two <= 32768. higher compresses more but is slower. Default value: 2048.*/ + unsigned minmatch; /*minimum lz77 length. 3 is normally best, 6 can be better for some PNGs. Default: 0*/ + unsigned nicematch; /*stop searching if >= this length found. Set to 258 for best compression. Default: 128*/ + unsigned lazymatching; /*use lazy matching: better compression but a bit slower. Default: true*/ + + /*use custom zlib encoder instead of built in one (default: null)*/ + unsigned (*custom_zlib)(unsigned char**, size_t*, + const unsigned char*, size_t, + const LodePNGCompressSettings*); + /*use custom deflate encoder instead of built in one (default: null) + if custom_zlib is used, custom_deflate is ignored since only the built in + zlib function will call custom_deflate*/ + unsigned (*custom_deflate)(unsigned char**, size_t*, + const unsigned char*, size_t, + const LodePNGCompressSettings*); + + const void* custom_context; /*optional custom settings for custom functions*/ +}; + +extern const LodePNGCompressSettings lodepng_default_compress_settings; +void lodepng_compress_settings_init(LodePNGCompressSettings* settings); +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#ifdef LODEPNG_COMPILE_PNG +/* +Color mode of an image. Contains all information required to decode the pixel +bits to RGBA colors. This information is the same as used in the PNG file +format, and is used both for PNG and raw image data in LodePNG. +*/ +typedef struct LodePNGColorMode { + /*header (IHDR)*/ + LodePNGColorType colortype; /*color type, see PNG standard or documentation further in this header file*/ + unsigned bitdepth; /*bits per sample, see PNG standard or documentation further in this header file*/ + + /* + palette (PLTE and tRNS) + + Dynamically allocated with the colors of the palette, including alpha. + This field may not be allocated directly, use lodepng_color_mode_init first, + then lodepng_palette_add per color to correctly initialize it (to ensure size + of exactly 1024 bytes). + + The alpha channels must be set as well, set them to 255 for opaque images. + + When decoding, by default you can ignore this palette, since LodePNG already + fills the palette colors in the pixels of the raw RGBA output. + + The palette is only supported for color type 3. + */ + unsigned char* palette; /*palette in RGBARGBA... order. Must be either 0, or when allocated must have 1024 bytes*/ + size_t palettesize; /*palette size in number of colors (amount of used bytes is 4 * palettesize)*/ + + /* + transparent color key (tRNS) + + This color uses the same bit depth as the bitdepth value in this struct, which can be 1-bit to 16-bit. + For grayscale PNGs, r, g and b will all 3 be set to the same. + + When decoding, by default you can ignore this information, since LodePNG sets + pixels with this key to transparent already in the raw RGBA output. + + The color key is only supported for color types 0 and 2. + */ + unsigned key_defined; /*is a transparent color key given? 0 = false, 1 = true*/ + unsigned key_r; /*red/grayscale component of color key*/ + unsigned key_g; /*green component of color key*/ + unsigned key_b; /*blue component of color key*/ +} LodePNGColorMode; + +/*init, cleanup and copy functions to use with this struct*/ +void lodepng_color_mode_init(LodePNGColorMode* info); +void lodepng_color_mode_cleanup(LodePNGColorMode* info); +/*return value is error code (0 means no error)*/ +unsigned lodepng_color_mode_copy(LodePNGColorMode* dest, const LodePNGColorMode* source); +/* Makes a temporary LodePNGColorMode that does not need cleanup (no palette) */ +LodePNGColorMode lodepng_color_mode_make(LodePNGColorType colortype, unsigned bitdepth); + +void lodepng_palette_clear(LodePNGColorMode* info); +/*add 1 color to the palette*/ +unsigned lodepng_palette_add(LodePNGColorMode* info, + unsigned char r, unsigned char g, unsigned char b, unsigned char a); + +/*get the total amount of bits per pixel, based on colortype and bitdepth in the struct*/ +unsigned lodepng_get_bpp(const LodePNGColorMode* info); +/*get the amount of color channels used, based on colortype in the struct. +If a palette is used, it counts as 1 channel.*/ +unsigned lodepng_get_channels(const LodePNGColorMode* info); +/*is it a grayscale type? (only colortype 0 or 4)*/ +unsigned lodepng_is_greyscale_type(const LodePNGColorMode* info); +/*has it got an alpha channel? (only colortype 2 or 6)*/ +unsigned lodepng_is_alpha_type(const LodePNGColorMode* info); +/*has it got a palette? (only colortype 3)*/ +unsigned lodepng_is_palette_type(const LodePNGColorMode* info); +/*only returns true if there is a palette and there is a value in the palette with alpha < 255. +Loops through the palette to check this.*/ +unsigned lodepng_has_palette_alpha(const LodePNGColorMode* info); +/* +Check if the given color info indicates the possibility of having non-opaque pixels in the PNG image. +Returns true if the image can have translucent or invisible pixels (it still be opaque if it doesn't use such pixels). +Returns false if the image can only have opaque pixels. +In detail, it returns true only if it's a color type with alpha, or has a palette with non-opaque values, +or if "key_defined" is true. +*/ +unsigned lodepng_can_have_alpha(const LodePNGColorMode* info); +/*Returns the byte size of a raw image buffer with given width, height and color mode*/ +size_t lodepng_get_raw_size(unsigned w, unsigned h, const LodePNGColorMode* color); + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS +/*The information of a Time chunk in PNG.*/ +typedef struct LodePNGTime { + unsigned year; /*2 bytes used (0-65535)*/ + unsigned month; /*1-12*/ + unsigned day; /*1-31*/ + unsigned hour; /*0-23*/ + unsigned minute; /*0-59*/ + unsigned second; /*0-60 (to allow for leap seconds)*/ +} LodePNGTime; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +/*Information about the PNG image, except pixels, width and height.*/ +typedef struct LodePNGInfo { + /*header (IHDR), palette (PLTE) and transparency (tRNS) chunks*/ + unsigned compression_method;/*compression method of the original file. Always 0.*/ + unsigned filter_method; /*filter method of the original file*/ + unsigned interlace_method; /*interlace method of the original file: 0=none, 1=Adam7*/ + LodePNGColorMode color; /*color type and bits, palette and transparency of the PNG file*/ + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /* + Suggested background color chunk (bKGD) + + This uses the same color mode and bit depth as the PNG (except no alpha channel), + with values truncated to the bit depth in the unsigned integer. + + For grayscale and palette PNGs, the value is stored in background_r. The values + in background_g and background_b are then unused. + + So when decoding, you may get these in a different color mode than the one you requested + for the raw pixels. + + When encoding with auto_convert, you must use the color model defined in info_png.color for + these values. The encoder normally ignores info_png.color when auto_convert is on, but will + use it to interpret these values (and convert copies of them to its chosen color model). + + When encoding, avoid setting this to an expensive color, such as a non-gray value + when the image is gray, or the compression will be worse since it will be forced to + write the PNG with a more expensive color mode (when auto_convert is on). + + The decoder does not use this background color to edit the color of pixels. This is a + completely optional metadata feature. + */ + unsigned background_defined; /*is a suggested background color given?*/ + unsigned background_r; /*red/gray/palette component of suggested background color*/ + unsigned background_g; /*green component of suggested background color*/ + unsigned background_b; /*blue component of suggested background color*/ + + /* + non-international text chunks (tEXt and zTXt) + + The char** arrays each contain num strings. The actual messages are in + text_strings, while text_keys are keywords that give a short description what + the actual text represents, e.g. Title, Author, Description, or anything else. + + All the string fields below including keys, names and language tags are null terminated. + The PNG specification uses null characters for the keys, names and tags, and forbids null + characters to appear in the main text which is why we can use null termination everywhere here. + + A keyword is minimum 1 character and maximum 79 characters long. It's + discouraged to use a single line length longer than 79 characters for texts. + + Don't allocate these text buffers yourself. Use the init/cleanup functions + correctly and use lodepng_add_text and lodepng_clear_text. + */ + size_t text_num; /*the amount of texts in these char** buffers (there may be more texts in itext)*/ + char** text_keys; /*the keyword of a text chunk (e.g. "Comment")*/ + char** text_strings; /*the actual text*/ + + /* + international text chunks (iTXt) + Similar to the non-international text chunks, but with additional strings + "langtags" and "transkeys". + */ + size_t itext_num; /*the amount of international texts in this PNG*/ + char** itext_keys; /*the English keyword of the text chunk (e.g. "Comment")*/ + char** itext_langtags; /*language tag for this text's language, ISO/IEC 646 string, e.g. ISO 639 language tag*/ + char** itext_transkeys; /*keyword translated to the international language - UTF-8 string*/ + char** itext_strings; /*the actual international text - UTF-8 string*/ + + /*time chunk (tIME)*/ + unsigned time_defined; /*set to 1 to make the encoder generate a tIME chunk*/ + LodePNGTime time; + + /*phys chunk (pHYs)*/ + unsigned phys_defined; /*if 0, there is no pHYs chunk and the values below are undefined, if 1 else there is one*/ + unsigned phys_x; /*pixels per unit in x direction*/ + unsigned phys_y; /*pixels per unit in y direction*/ + unsigned phys_unit; /*may be 0 (unknown unit) or 1 (metre)*/ + + /* + Color profile related chunks: gAMA, cHRM, sRGB, iCPP + + LodePNG does not apply any color conversions on pixels in the encoder or decoder and does not interpret these color + profile values. It merely passes on the information. If you wish to use color profiles and convert colors, please + use these values with a color management library. + + See the PNG, ICC and sRGB specifications for more information about the meaning of these values. + */ + + /* gAMA chunk: optional, overridden by sRGB or iCCP if those are present. */ + unsigned gama_defined; /* Whether a gAMA chunk is present (0 = not present, 1 = present). */ + unsigned gama_gamma; /* Gamma exponent times 100000 */ + + /* cHRM chunk: optional, overridden by sRGB or iCCP if those are present. */ + unsigned chrm_defined; /* Whether a cHRM chunk is present (0 = not present, 1 = present). */ + unsigned chrm_white_x; /* White Point x times 100000 */ + unsigned chrm_white_y; /* White Point y times 100000 */ + unsigned chrm_red_x; /* Red x times 100000 */ + unsigned chrm_red_y; /* Red y times 100000 */ + unsigned chrm_green_x; /* Green x times 100000 */ + unsigned chrm_green_y; /* Green y times 100000 */ + unsigned chrm_blue_x; /* Blue x times 100000 */ + unsigned chrm_blue_y; /* Blue y times 100000 */ + + /* + sRGB chunk: optional. May not appear at the same time as iCCP. + If gAMA is also present gAMA must contain value 45455. + If cHRM is also present cHRM must contain respectively 31270,32900,64000,33000,30000,60000,15000,6000. + */ + unsigned srgb_defined; /* Whether an sRGB chunk is present (0 = not present, 1 = present). */ + unsigned srgb_intent; /* Rendering intent: 0=perceptual, 1=rel. colorimetric, 2=saturation, 3=abs. colorimetric */ + + /* + iCCP chunk: optional. May not appear at the same time as sRGB. + + LodePNG does not parse or use the ICC profile (except its color space header field for an edge case), a + separate library to handle the ICC data (not included in LodePNG) format is needed to use it for color + management and conversions. + + For encoding, if iCCP is present, gAMA and cHRM are recommended to be added as well with values that match the ICC + profile as closely as possible, if you wish to do this you should provide the correct values for gAMA and cHRM and + enable their '_defined' flags since LodePNG will not automatically compute them from the ICC profile. + + For encoding, the ICC profile is required by the PNG specification to be an "RGB" profile for non-gray + PNG color types and a "GRAY" profile for gray PNG color types. If you disable auto_convert, you must ensure + the ICC profile type matches your requested color type, else the encoder gives an error. If auto_convert is + enabled (the default), and the ICC profile is not a good match for the pixel data, this will result in an encoder + error if the pixel data has non-gray pixels for a GRAY profile, or a silent less-optimal compression of the pixel + data if the pixels could be encoded as grayscale but the ICC profile is RGB. + + To avoid this do not set an ICC profile in the image unless there is a good reason for it, and when doing so + make sure you compute it carefully to avoid the above problems. + */ + unsigned iccp_defined; /* Whether an iCCP chunk is present (0 = not present, 1 = present). */ + char* iccp_name; /* Null terminated string with profile name, 1-79 bytes */ + /* + The ICC profile in iccp_profile_size bytes. + Don't allocate this buffer yourself. Use the init/cleanup functions + correctly and use lodepng_set_icc and lodepng_clear_icc. + */ + unsigned char* iccp_profile; + unsigned iccp_profile_size; /* The size of iccp_profile in bytes */ + + /* End of color profile related chunks */ + + + /* + unknown chunks: chunks not known by LodePNG, passed on byte for byte. + + There are 3 buffers, one for each position in the PNG where unknown chunks can appear. + Each buffer contains all unknown chunks for that position consecutively. + The 3 positions are: + 0: between IHDR and PLTE, 1: between PLTE and IDAT, 2: between IDAT and IEND. + + For encoding, do not store critical chunks or known chunks that are enabled with a "_defined" flag + above in here, since the encoder will blindly follow this and could then encode an invalid PNG file + (such as one with two IHDR chunks or the disallowed combination of sRGB with iCCP). But do use + this if you wish to store an ancillary chunk that is not supported by LodePNG (such as sPLT or hIST), + or any non-standard PNG chunk. + + Do not allocate or traverse this data yourself. Use the chunk traversing functions declared + later, such as lodepng_chunk_next and lodepng_chunk_append, to read/write this struct. + */ + unsigned char* unknown_chunks_data[3]; + size_t unknown_chunks_size[3]; /*size in bytes of the unknown chunks, given for protection*/ +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} LodePNGInfo; + +/*init, cleanup and copy functions to use with this struct*/ +void lodepng_info_init(LodePNGInfo* info); +void lodepng_info_cleanup(LodePNGInfo* info); +/*return value is error code (0 means no error)*/ +unsigned lodepng_info_copy(LodePNGInfo* dest, const LodePNGInfo* source); + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS +unsigned lodepng_add_text(LodePNGInfo* info, const char* key, const char* str); /*push back both texts at once*/ +void lodepng_clear_text(LodePNGInfo* info); /*use this to clear the texts again after you filled them in*/ + +unsigned lodepng_add_itext(LodePNGInfo* info, const char* key, const char* langtag, + const char* transkey, const char* str); /*push back the 4 texts of 1 chunk at once*/ +void lodepng_clear_itext(LodePNGInfo* info); /*use this to clear the itexts again after you filled them in*/ + +/*replaces if exists*/ +unsigned lodepng_set_icc(LodePNGInfo* info, const char* name, const unsigned char* profile, unsigned profile_size); +void lodepng_clear_icc(LodePNGInfo* info); /*use this to clear the texts again after you filled them in*/ +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ + +/* +Converts raw buffer from one color type to another color type, based on +LodePNGColorMode structs to describe the input and output color type. +See the reference manual at the end of this header file to see which color conversions are supported. +return value = LodePNG error code (0 if all went ok, an error if the conversion isn't supported) +The out buffer must have size (w * h * bpp + 7) / 8, where bpp is the bits per pixel +of the output color type (lodepng_get_bpp). +For < 8 bpp images, there should not be padding bits at the end of scanlines. +For 16-bit per channel colors, uses big endian format like PNG does. +Return value is LodePNG error code +*/ +unsigned lodepng_convert(unsigned char* out, const unsigned char* in, + const LodePNGColorMode* mode_out, const LodePNGColorMode* mode_in, + unsigned w, unsigned h); + +#ifdef LODEPNG_COMPILE_DECODER +/* +Settings for the decoder. This contains settings for the PNG and the Zlib +decoder, but not the Info settings from the Info structs. +*/ +typedef struct LodePNGDecoderSettings { + LodePNGDecompressSettings zlibsettings; /*in here is the setting to ignore Adler32 checksums*/ + + /* Check LodePNGDecompressSettings for more ignorable errors such as ignore_adler32 */ + unsigned ignore_crc; /*ignore CRC checksums*/ + unsigned ignore_critical; /*ignore unknown critical chunks*/ + unsigned ignore_end; /*ignore issues at end of file if possible (missing IEND chunk, too large chunk, ...)*/ + /* TODO: make a system involving warnings with levels and a strict mode instead. Other potentially recoverable + errors: srgb rendering intent value, size of content of ancillary chunks, more than 79 characters for some + strings, placement/combination rules for ancillary chunks, crc of unknown chunks, allowed characters + in string keys, etc... */ + + unsigned color_convert; /*whether to convert the PNG to the color type you want. Default: yes*/ + +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + unsigned read_text_chunks; /*if false but remember_unknown_chunks is true, they're stored in the unknown chunks*/ + /*store all bytes from unknown chunks in the LodePNGInfo (off by default, useful for a png editor)*/ + unsigned remember_unknown_chunks; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} LodePNGDecoderSettings; + +void lodepng_decoder_settings_init(LodePNGDecoderSettings* settings); +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER +/*automatically use color type with less bits per pixel if losslessly possible. Default: AUTO*/ +typedef enum LodePNGFilterStrategy { + /*every filter at zero*/ + LFS_ZERO = 0, + /*every filter at 1, 2, 3 or 4 (paeth), unlike LFS_ZERO not a good choice, but for testing*/ + LFS_ONE = 1, + LFS_TWO = 2, + LFS_THREE = 3, + LFS_FOUR = 4, + /*Use filter that gives minimum sum, as described in the official PNG filter heuristic.*/ + LFS_MINSUM, + /*Use the filter type that gives smallest Shannon entropy for this scanline. Depending + on the image, this is better or worse than minsum.*/ + LFS_ENTROPY, + /* + Brute-force-search PNG filters by compressing each filter for each scanline. + Experimental, very slow, and only rarely gives better compression than MINSUM. + */ + LFS_BRUTE_FORCE, + /*use predefined_filters buffer: you specify the filter type for each scanline*/ + LFS_PREDEFINED +} LodePNGFilterStrategy; + +/*Gives characteristics about the integer RGBA colors of the image (count, alpha channel usage, bit depth, ...), +which helps decide which color model to use for encoding. +Used internally by default if "auto_convert" is enabled. Public because it's useful for custom algorithms.*/ +typedef struct LodePNGColorStats { + unsigned colored; /*not grayscale*/ + unsigned key; /*image is not opaque and color key is possible instead of full alpha*/ + unsigned short key_r; /*key values, always as 16-bit, in 8-bit case the byte is duplicated, e.g. 65535 means 255*/ + unsigned short key_g; + unsigned short key_b; + unsigned alpha; /*image is not opaque and alpha channel or alpha palette required*/ + unsigned numcolors; /*amount of colors, up to 257. Not valid if bits == 16 or allow_palette is disabled.*/ + unsigned char palette[1024]; /*Remembers up to the first 256 RGBA colors, in no particular order, only valid when numcolors is valid*/ + unsigned bits; /*bits per channel (not for palette). 1,2 or 4 for grayscale only. 16 if 16-bit per channel required.*/ + size_t numpixels; + + /*user settings for computing/using the stats*/ + unsigned allow_palette; /*default 1. if 0, disallow choosing palette colortype in auto_choose_color, and don't count numcolors*/ + unsigned allow_greyscale; /*default 1. if 0, choose RGB or RGBA even if the image only has gray colors*/ +} LodePNGColorStats; + +void lodepng_color_stats_init(LodePNGColorStats* stats); + +/*Get a LodePNGColorStats of the image. The stats must already have been inited. +Returns error code (e.g. alloc fail) or 0 if ok.*/ +unsigned lodepng_compute_color_stats(LodePNGColorStats* stats, + const unsigned char* image, unsigned w, unsigned h, + const LodePNGColorMode* mode_in); + +/*Settings for the encoder.*/ +typedef struct LodePNGEncoderSettings { + LodePNGCompressSettings zlibsettings; /*settings for the zlib encoder, such as window size, ...*/ + + unsigned auto_convert; /*automatically choose output PNG color type. Default: true*/ + + /*If true, follows the official PNG heuristic: if the PNG uses a palette or lower than + 8 bit depth, set all filters to zero. Otherwise use the filter_strategy. Note that to + completely follow the official PNG heuristic, filter_palette_zero must be true and + filter_strategy must be LFS_MINSUM*/ + unsigned filter_palette_zero; + /*Which filter strategy to use when not using zeroes due to filter_palette_zero. + Set filter_palette_zero to 0 to ensure always using your chosen strategy. Default: LFS_MINSUM*/ + LodePNGFilterStrategy filter_strategy; + /*used if filter_strategy is LFS_PREDEFINED. In that case, this must point to a buffer with + the same length as the amount of scanlines in the image, and each value must <= 5. You + have to cleanup this buffer, LodePNG will never free it. Don't forget that filter_palette_zero + must be set to 0 to ensure this is also used on palette or low bitdepth images.*/ + const unsigned char* predefined_filters; + + /*force creating a PLTE chunk if colortype is 2 or 6 (= a suggested palette). + If colortype is 3, PLTE is _always_ created.*/ + unsigned force_palette; +#ifdef LODEPNG_COMPILE_ANCILLARY_CHUNKS + /*add LodePNG identifier and version as a text chunk, for debugging*/ + unsigned add_id; + /*encode text chunks as zTXt chunks instead of tEXt chunks, and use compression in iTXt chunks*/ + unsigned text_compression; +#endif /*LODEPNG_COMPILE_ANCILLARY_CHUNKS*/ +} LodePNGEncoderSettings; + +void lodepng_encoder_settings_init(LodePNGEncoderSettings* settings); +#endif /*LODEPNG_COMPILE_ENCODER*/ + + +#if defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_ENCODER) +/*The settings, state and information for extended encoding and decoding.*/ +typedef struct LodePNGState { +#ifdef LODEPNG_COMPILE_DECODER + LodePNGDecoderSettings decoder; /*the decoding settings*/ +#endif /*LODEPNG_COMPILE_DECODER*/ +#ifdef LODEPNG_COMPILE_ENCODER + LodePNGEncoderSettings encoder; /*the encoding settings*/ +#endif /*LODEPNG_COMPILE_ENCODER*/ + LodePNGColorMode info_raw; /*specifies the format in which you would like to get the raw pixel buffer*/ + LodePNGInfo info_png; /*info of the PNG image obtained after decoding*/ + unsigned error; +} LodePNGState; + +/*init, cleanup and copy functions to use with this struct*/ +void lodepng_state_init(LodePNGState* state); +void lodepng_state_cleanup(LodePNGState* state); +void lodepng_state_copy(LodePNGState* dest, const LodePNGState* source); +#endif /* defined(LODEPNG_COMPILE_DECODER) || defined(LODEPNG_COMPILE_ENCODER) */ + +#ifdef LODEPNG_COMPILE_DECODER +/* +Same as lodepng_decode_memory, but uses a LodePNGState to allow custom settings and +getting much more information about the PNG image and color mode. +*/ +unsigned lodepng_decode(unsigned char** out, unsigned* w, unsigned* h, + LodePNGState* state, + const unsigned char* in, size_t insize); + +/* +Read the PNG header, but not the actual data. This returns only the information +that is in the IHDR chunk of the PNG, such as width, height and color type. The +information is placed in the info_png field of the LodePNGState. +*/ +unsigned lodepng_inspect(unsigned* w, unsigned* h, + LodePNGState* state, + const unsigned char* in, size_t insize); +#endif /*LODEPNG_COMPILE_DECODER*/ + +/* +Reads one metadata chunk (other than IHDR) of the PNG file and outputs what it +read in the state. Returns error code on failure. +Use lodepng_inspect first with a new state, then e.g. lodepng_chunk_find_const +to find the desired chunk type, and if non null use lodepng_inspect_chunk (with +chunk_pointer - start_of_file as pos). +Supports most metadata chunks from the PNG standard (gAMA, bKGD, tEXt, ...). +Ignores unsupported, unknown, non-metadata or IHDR chunks (without error). +Requirements: &in[pos] must point to start of a chunk, must use regular +lodepng_inspect first since format of most other chunks depends on IHDR, and if +there is a PLTE chunk, that one must be inspected before tRNS or bKGD. +*/ +unsigned lodepng_inspect_chunk(LodePNGState* state, size_t pos, + const unsigned char* in, size_t insize); + +#ifdef LODEPNG_COMPILE_ENCODER +/*This function allocates the out buffer with standard malloc and stores the size in *outsize.*/ +unsigned lodepng_encode(unsigned char** out, size_t* outsize, + const unsigned char* image, unsigned w, unsigned h, + LodePNGState* state); +#endif /*LODEPNG_COMPILE_ENCODER*/ + +/* +The lodepng_chunk functions are normally not needed, except to traverse the +unknown chunks stored in the LodePNGInfo struct, or add new ones to it. +It also allows traversing the chunks of an encoded PNG file yourself. + +The chunk pointer always points to the beginning of the chunk itself, that is +the first byte of the 4 length bytes. + +In the PNG file format, chunks have the following format: +-4 bytes length: length of the data of the chunk in bytes (chunk itself is 12 bytes longer) +-4 bytes chunk type (ASCII a-z,A-Z only, see below) +-length bytes of data (may be 0 bytes if length was 0) +-4 bytes of CRC, computed on chunk name + data + +The first chunk starts at the 8th byte of the PNG file, the entire rest of the file +exists out of concatenated chunks with the above format. + +PNG standard chunk ASCII naming conventions: +-First byte: uppercase = critical, lowercase = ancillary +-Second byte: uppercase = public, lowercase = private +-Third byte: must be uppercase +-Fourth byte: uppercase = unsafe to copy, lowercase = safe to copy +*/ + +/* +Gets the length of the data of the chunk. Total chunk length has 12 bytes more. +There must be at least 4 bytes to read from. If the result value is too large, +it may be corrupt data. +*/ +unsigned lodepng_chunk_length(const unsigned char* chunk); + +/*puts the 4-byte type in null terminated string*/ +void lodepng_chunk_type(char type[5], const unsigned char* chunk); + +/*check if the type is the given type*/ +unsigned char lodepng_chunk_type_equals(const unsigned char* chunk, const char* type); + +/*0: it's one of the critical chunk types, 1: it's an ancillary chunk (see PNG standard)*/ +unsigned char lodepng_chunk_ancillary(const unsigned char* chunk); + +/*0: public, 1: private (see PNG standard)*/ +unsigned char lodepng_chunk_private(const unsigned char* chunk); + +/*0: the chunk is unsafe to copy, 1: the chunk is safe to copy (see PNG standard)*/ +unsigned char lodepng_chunk_safetocopy(const unsigned char* chunk); + +/*get pointer to the data of the chunk, where the input points to the header of the chunk*/ +unsigned char* lodepng_chunk_data(unsigned char* chunk); +const unsigned char* lodepng_chunk_data_const(const unsigned char* chunk); + +/*returns 0 if the crc is correct, 1 if it's incorrect (0 for OK as usual!)*/ +unsigned lodepng_chunk_check_crc(const unsigned char* chunk); + +/*generates the correct CRC from the data and puts it in the last 4 bytes of the chunk*/ +void lodepng_chunk_generate_crc(unsigned char* chunk); + +/* +Iterate to next chunks, allows iterating through all chunks of the PNG file. +Input must be at the beginning of a chunk (result of a previous lodepng_chunk_next call, +or the 8th byte of a PNG file which always has the first chunk), or alternatively may +point to the first byte of the PNG file (which is not a chunk but the magic header, the +function will then skip over it and return the first real chunk). +Will output pointer to the start of the next chunk, or at or beyond end of the file if there +is no more chunk after this or possibly if the chunk is corrupt. +Start this process at the 8th byte of the PNG file. +In a non-corrupt PNG file, the last chunk should have name "IEND". +*/ +unsigned char* lodepng_chunk_next(unsigned char* chunk, unsigned char* end); +const unsigned char* lodepng_chunk_next_const(const unsigned char* chunk, const unsigned char* end); + +/*Finds the first chunk with the given type in the range [chunk, end), or returns NULL if not found.*/ +unsigned char* lodepng_chunk_find(unsigned char* chunk, unsigned char* end, const char type[5]); +const unsigned char* lodepng_chunk_find_const(const unsigned char* chunk, const unsigned char* end, const char type[5]); + +/* +Appends chunk to the data in out. The given chunk should already have its chunk header. +The out variable and outsize are updated to reflect the new reallocated buffer. +Returns error code (0 if it went ok) +*/ +unsigned lodepng_chunk_append(unsigned char** out, size_t* outsize, const unsigned char* chunk); + +/* +Appends new chunk to out. The chunk to append is given by giving its length, type +and data separately. The type is a 4-letter string. +The out variable and outsize are updated to reflect the new reallocated buffer. +Returne error code (0 if it went ok) +*/ +unsigned lodepng_chunk_create(unsigned char** out, size_t* outsize, unsigned length, + const char* type, const unsigned char* data); + + +/*Calculate CRC32 of buffer*/ +unsigned lodepng_crc32(const unsigned char* buf, size_t len); +#endif /*LODEPNG_COMPILE_PNG*/ + + +#ifdef LODEPNG_COMPILE_ZLIB +/* +This zlib part can be used independently to zlib compress and decompress a +buffer. It cannot be used to create gzip files however, and it only supports the +part of zlib that is required for PNG, it does not support dictionaries. +*/ + +#ifdef LODEPNG_COMPILE_DECODER +/*Inflate a buffer. Inflate is the decompression step of deflate. Out buffer must be freed after use.*/ +unsigned lodepng_inflate(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings); + +/* +Decompresses Zlib data. Reallocates the out buffer and appends the data. The +data must be according to the zlib specification. +Either, *out must be NULL and *outsize must be 0, or, *out must be a valid +buffer and *outsize its size in bytes. out must be freed by user after usage. +*/ +unsigned lodepng_zlib_decompress(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGDecompressSettings* settings); +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER +/* +Compresses data with Zlib. Reallocates the out buffer and appends the data. +Zlib adds a small header and trailer around the deflate data. +The data is output in the format of the zlib specification. +Either, *out must be NULL and *outsize must be 0, or, *out must be a valid +buffer and *outsize its size in bytes. out must be freed by user after usage. +*/ +unsigned lodepng_zlib_compress(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGCompressSettings* settings); + +/* +Find length-limited Huffman code for given frequencies. This function is in the +public interface only for tests, it's used internally by lodepng_deflate. +*/ +unsigned lodepng_huffman_code_lengths(unsigned* lengths, const unsigned* frequencies, + size_t numcodes, unsigned maxbitlen); + +/*Compress a buffer with deflate. See RFC 1951. Out buffer must be freed after use.*/ +unsigned lodepng_deflate(unsigned char** out, size_t* outsize, + const unsigned char* in, size_t insize, + const LodePNGCompressSettings* settings); + +#endif /*LODEPNG_COMPILE_ENCODER*/ +#endif /*LODEPNG_COMPILE_ZLIB*/ + +#ifdef LODEPNG_COMPILE_DISK +/* +Load a file from disk into buffer. The function allocates the out buffer, and +after usage you should free it. +out: output parameter, contains pointer to loaded buffer. +outsize: output parameter, size of the allocated out buffer +filename: the path to the file to load +return value: error code (0 means ok) +*/ +unsigned lodepng_load_file(unsigned char** out, size_t* outsize, const char* filename); + +/* +Save a file from buffer to disk. Warning, if it exists, this function overwrites +the file without warning! +buffer: the buffer to write +buffersize: size of the buffer to write +filename: the path to the file to save to +return value: error code (0 means ok) +*/ +unsigned lodepng_save_file(const unsigned char* buffer, size_t buffersize, const char* filename); +#endif /*LODEPNG_COMPILE_DISK*/ + +#ifdef LODEPNG_COMPILE_CPP +/* The LodePNG C++ wrapper uses std::vectors instead of manually allocated memory buffers. */ +namespace lodepng { +#ifdef LODEPNG_COMPILE_PNG +class State : public LodePNGState { + public: + State(); + State(const State& other); + ~State(); + State& operator=(const State& other); +}; + +#ifdef LODEPNG_COMPILE_DECODER +/* Same as other lodepng::decode, but using a State for more settings and information. */ +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + State& state, + const unsigned char* in, size_t insize); +unsigned decode(std::vector& out, unsigned& w, unsigned& h, + State& state, + const std::vector& in); +#endif /*LODEPNG_COMPILE_DECODER*/ + +#ifdef LODEPNG_COMPILE_ENCODER +/* Same as other lodepng::encode, but using a State for more settings and information. */ +unsigned encode(std::vector& out, + const unsigned char* in, unsigned w, unsigned h, + State& state); +unsigned encode(std::vector& out, + const std::vector& in, unsigned w, unsigned h, + State& state); +#endif /*LODEPNG_COMPILE_ENCODER*/ + +#ifdef LODEPNG_COMPILE_DISK +/* +Load a file from disk into an std::vector. +return value: error code (0 means ok) +*/ +unsigned load_file(std::vector& buffer, const std::string& filename); + +/* +Save the binary data in an std::vector to a file on disk. The file is overwritten +without warning. +*/ +unsigned save_file(const std::vector& buffer, const std::string& filename); +#endif /* LODEPNG_COMPILE_DISK */ +#endif /* LODEPNG_COMPILE_PNG */ + +#ifdef LODEPNG_COMPILE_ZLIB +#ifdef LODEPNG_COMPILE_DECODER +/* Zlib-decompress an unsigned char buffer */ +unsigned decompress(std::vector& out, const unsigned char* in, size_t insize, + const LodePNGDecompressSettings& settings = lodepng_default_decompress_settings); + +/* Zlib-decompress an std::vector */ +unsigned decompress(std::vector& out, const std::vector& in, + const LodePNGDecompressSettings& settings = lodepng_default_decompress_settings); +#endif /* LODEPNG_COMPILE_DECODER */ + +#ifdef LODEPNG_COMPILE_ENCODER +/* Zlib-compress an unsigned char buffer */ +unsigned compress(std::vector& out, const unsigned char* in, size_t insize, + const LodePNGCompressSettings& settings = lodepng_default_compress_settings); + +/* Zlib-compress an std::vector */ +unsigned compress(std::vector& out, const std::vector& in, + const LodePNGCompressSettings& settings = lodepng_default_compress_settings); +#endif /* LODEPNG_COMPILE_ENCODER */ +#endif /* LODEPNG_COMPILE_ZLIB */ +} /* namespace lodepng */ +#endif /*LODEPNG_COMPILE_CPP*/ + +/* +TODO: +[.] test if there are no memory leaks or security exploits - done a lot but needs to be checked often +[.] check compatibility with various compilers - done but needs to be redone for every newer version +[X] converting color to 16-bit per channel types +[X] support color profile chunk types (but never let them touch RGB values by default) +[ ] support all public PNG chunk types (almost done except sBIT, sPLT and hIST) +[ ] make sure encoder generates no chunks with size > (2^31)-1 +[ ] partial decoding (stream processing) +[X] let the "isFullyOpaque" function check color keys and transparent palettes too +[X] better name for the variables "codes", "codesD", "codelengthcodes", "clcl" and "lldl" +[ ] allow treating some errors like warnings, when image is recoverable (e.g. 69, 57, 58) +[ ] make warnings like: oob palette, checksum fail, data after iend, wrong/unknown crit chunk, no null terminator in text, ... +[ ] error messages with line numbers (and version) +[ ] errors in state instead of as return code? +[ ] new errors/warnings like suspiciously big decompressed ztxt or iccp chunk +[ ] let the C++ wrapper catch exceptions coming from the standard library and return LodePNG error codes +[ ] allow user to provide custom color conversion functions, e.g. for premultiplied alpha, padding bits or not, ... +[ ] allow user to give data (void*) to custom allocator +[X] provide alternatives for C library functions not present on some platforms (memcpy, ...) +*/ + +#endif /*LODEPNG_H inclusion guard*/ + +/* +LodePNG Documentation +--------------------- + +0. table of contents +-------------------- + + 1. about + 1.1. supported features + 1.2. features not supported + 2. C and C++ version + 3. security + 4. decoding + 5. encoding + 6. color conversions + 6.1. PNG color types + 6.2. color conversions + 6.3. padding bits + 6.4. A note about 16-bits per channel and endianness + 7. error values + 8. chunks and PNG editing + 9. compiler support + 10. examples + 10.1. decoder C++ example + 10.2. decoder C example + 11. state settings reference + 12. changes + 13. contact information + + +1. about +-------- + +PNG is a file format to store raster images losslessly with good compression, +supporting different color types and alpha channel. + +LodePNG is a PNG codec according to the Portable Network Graphics (PNG) +Specification (Second Edition) - W3C Recommendation 10 November 2003. + +The specifications used are: + +*) Portable Network Graphics (PNG) Specification (Second Edition): + http://www.w3.org/TR/2003/REC-PNG-20031110 +*) RFC 1950 ZLIB Compressed Data Format version 3.3: + http://www.gzip.org/zlib/rfc-zlib.html +*) RFC 1951 DEFLATE Compressed Data Format Specification ver 1.3: + http://www.gzip.org/zlib/rfc-deflate.html + +The most recent version of LodePNG can currently be found at +http://lodev.org/lodepng/ + +LodePNG works both in C (ISO C90) and C++, with a C++ wrapper that adds +extra functionality. + +LodePNG exists out of two files: +-lodepng.h: the header file for both C and C++ +-lodepng.c(pp): give it the name lodepng.c or lodepng.cpp (or .cc) depending on your usage + +If you want to start using LodePNG right away without reading this doc, get the +examples from the LodePNG website to see how to use it in code, or check the +smaller examples in chapter 13 here. + +LodePNG is simple but only supports the basic requirements. To achieve +simplicity, the following design choices were made: There are no dependencies +on any external library. There are functions to decode and encode a PNG with +a single function call, and extended versions of these functions taking a +LodePNGState struct allowing to specify or get more information. By default +the colors of the raw image are always RGB or RGBA, no matter what color type +the PNG file uses. To read and write files, there are simple functions to +convert the files to/from buffers in memory. + +This all makes LodePNG suitable for loading textures in games, demos and small +programs, ... It's less suitable for full fledged image editors, loading PNGs +over network (it requires all the image data to be available before decoding can +begin), life-critical systems, ... + +1.1. supported features +----------------------- + +The following features are supported by the decoder: + +*) decoding of PNGs with any color type, bit depth and interlace mode, to a 24- or 32-bit color raw image, + or the same color type as the PNG +*) encoding of PNGs, from any raw image to 24- or 32-bit color, or the same color type as the raw image +*) Adam7 interlace and deinterlace for any color type +*) loading the image from harddisk or decoding it from a buffer from other sources than harddisk +*) support for alpha channels, including RGBA color model, translucent palettes and color keying +*) zlib decompression (inflate) +*) zlib compression (deflate) +*) CRC32 and ADLER32 checksums +*) colorimetric color profile conversions: currently experimentally available in lodepng_util.cpp only, + plus alternatively ability to pass on chroma/gamma/ICC profile information to other color management system. +*) handling of unknown chunks, allowing making a PNG editor that stores custom and unknown chunks. +*) the following chunks are supported by both encoder and decoder: + IHDR: header information + PLTE: color palette + IDAT: pixel data + IEND: the final chunk + tRNS: transparency for palettized images + tEXt: textual information + zTXt: compressed textual information + iTXt: international textual information + bKGD: suggested background color + pHYs: physical dimensions + tIME: modification time + cHRM: RGB chromaticities + gAMA: RGB gamma correction + iCCP: ICC color profile + sRGB: rendering intent + +1.2. features not supported +--------------------------- + +The following features are _not_ supported: + +*) some features needed to make a conformant PNG-Editor might be still missing. +*) partial loading/stream processing. All data must be available and is processed in one call. +*) The following public chunks are not (yet) supported but treated as unknown chunks by LodePNG: + sBIT + hIST + sPLT + + +2. C and C++ version +-------------------- + +The C version uses buffers allocated with alloc that you need to free() +yourself. You need to use init and cleanup functions for each struct whenever +using a struct from the C version to avoid exploits and memory leaks. + +The C++ version has extra functions with std::vectors in the interface and the +lodepng::State class which is a LodePNGState with constructor and destructor. + +These files work without modification for both C and C++ compilers because all +the additional C++ code is in "#ifdef __cplusplus" blocks that make C-compilers +ignore it, and the C code is made to compile both with strict ISO C90 and C++. + +To use the C++ version, you need to rename the source file to lodepng.cpp +(instead of lodepng.c), and compile it with a C++ compiler. + +To use the C version, you need to rename the source file to lodepng.c (instead +of lodepng.cpp), and compile it with a C compiler. + + +3. Security +----------- + +Even if carefully designed, it's always possible that LodePNG contains possible +exploits. If you discover one, please let me know, and it will be fixed. + +When using LodePNG, care has to be taken with the C version of LodePNG, as well +as the C-style structs when working with C++. The following conventions are used +for all C-style structs: + +-if a struct has a corresponding init function, always call the init function when making a new one +-if a struct has a corresponding cleanup function, call it before the struct disappears to avoid memory leaks +-if a struct has a corresponding copy function, use the copy function instead of "=". + The destination must also be inited already. + + +4. Decoding +----------- + +Decoding converts a PNG compressed image to a raw pixel buffer. + +Most documentation on using the decoder is at its declarations in the header +above. For C, simple decoding can be done with functions such as +lodepng_decode32, and more advanced decoding can be done with the struct +LodePNGState and lodepng_decode. For C++, all decoding can be done with the +various lodepng::decode functions, and lodepng::State can be used for advanced +features. + +When using the LodePNGState, it uses the following fields for decoding: +*) LodePNGInfo info_png: it stores extra information about the PNG (the input) in here +*) LodePNGColorMode info_raw: here you can say what color mode of the raw image (the output) you want to get +*) LodePNGDecoderSettings decoder: you can specify a few extra settings for the decoder to use + +LodePNGInfo info_png +-------------------- + +After decoding, this contains extra information of the PNG image, except the actual +pixels, width and height because these are already gotten directly from the decoder +functions. + +It contains for example the original color type of the PNG image, text comments, +suggested background color, etc... More details about the LodePNGInfo struct are +at its declaration documentation. + +LodePNGColorMode info_raw +------------------------- + +When decoding, here you can specify which color type you want +the resulting raw image to be. If this is different from the colortype of the +PNG, then the decoder will automatically convert the result. This conversion +always works, except if you want it to convert a color PNG to grayscale or to +a palette with missing colors. + +By default, 32-bit color is used for the result. + +LodePNGDecoderSettings decoder +------------------------------ + +The settings can be used to ignore the errors created by invalid CRC and Adler32 +chunks, and to disable the decoding of tEXt chunks. + +There's also a setting color_convert, true by default. If false, no conversion +is done, the resulting data will be as it was in the PNG (after decompression) +and you'll have to puzzle the colors of the pixels together yourself using the +color type information in the LodePNGInfo. + + +5. Encoding +----------- + +Encoding converts a raw pixel buffer to a PNG compressed image. + +Most documentation on using the encoder is at its declarations in the header +above. For C, simple encoding can be done with functions such as +lodepng_encode32, and more advanced decoding can be done with the struct +LodePNGState and lodepng_encode. For C++, all encoding can be done with the +various lodepng::encode functions, and lodepng::State can be used for advanced +features. + +Like the decoder, the encoder can also give errors. However it gives less errors +since the encoder input is trusted, the decoder input (a PNG image that could +be forged by anyone) is not trusted. + +When using the LodePNGState, it uses the following fields for encoding: +*) LodePNGInfo info_png: here you specify how you want the PNG (the output) to be. +*) LodePNGColorMode info_raw: here you say what color type of the raw image (the input) has +*) LodePNGEncoderSettings encoder: you can specify a few settings for the encoder to use + +LodePNGInfo info_png +-------------------- + +When encoding, you use this the opposite way as when decoding: for encoding, +you fill in the values you want the PNG to have before encoding. By default it's +not needed to specify a color type for the PNG since it's automatically chosen, +but it's possible to choose it yourself given the right settings. + +The encoder will not always exactly match the LodePNGInfo struct you give, +it tries as close as possible. Some things are ignored by the encoder. The +encoder uses, for example, the following settings from it when applicable: +colortype and bitdepth, text chunks, time chunk, the color key, the palette, the +background color, the interlace method, unknown chunks, ... + +When encoding to a PNG with colortype 3, the encoder will generate a PLTE chunk. +If the palette contains any colors for which the alpha channel is not 255 (so +there are translucent colors in the palette), it'll add a tRNS chunk. + +LodePNGColorMode info_raw +------------------------- + +You specify the color type of the raw image that you give to the input here, +including a possible transparent color key and palette you happen to be using in +your raw image data. + +By default, 32-bit color is assumed, meaning your input has to be in RGBA +format with 4 bytes (unsigned chars) per pixel. + +LodePNGEncoderSettings encoder +------------------------------ + +The following settings are supported (some are in sub-structs): +*) auto_convert: when this option is enabled, the encoder will +automatically choose the smallest possible color mode (including color key) that +can encode the colors of all pixels without information loss. +*) btype: the block type for LZ77. 0 = uncompressed, 1 = fixed huffman tree, + 2 = dynamic huffman tree (best compression). Should be 2 for proper + compression. +*) use_lz77: whether or not to use LZ77 for compressed block types. Should be + true for proper compression. +*) windowsize: the window size used by the LZ77 encoder (1 - 32768). Has value + 2048 by default, but can be set to 32768 for better, but slow, compression. +*) force_palette: if colortype is 2 or 6, you can make the encoder write a PLTE + chunk if force_palette is true. This can used as suggested palette to convert + to by viewers that don't support more than 256 colors (if those still exist) +*) add_id: add text chunk "Encoder: LodePNG " to the image. +*) text_compression: default 1. If 1, it'll store texts as zTXt instead of tEXt chunks. + zTXt chunks use zlib compression on the text. This gives a smaller result on + large texts but a larger result on small texts (such as a single program name). + It's all tEXt or all zTXt though, there's no separate setting per text yet. + + +6. color conversions +-------------------- + +An important thing to note about LodePNG, is that the color type of the PNG, and +the color type of the raw image, are completely independent. By default, when +you decode a PNG, you get the result as a raw image in the color type you want, +no matter whether the PNG was encoded with a palette, grayscale or RGBA color. +And if you encode an image, by default LodePNG will automatically choose the PNG +color type that gives good compression based on the values of colors and amount +of colors in the image. It can be configured to let you control it instead as +well, though. + +To be able to do this, LodePNG does conversions from one color mode to another. +It can convert from almost any color type to any other color type, except the +following conversions: RGB to grayscale is not supported, and converting to a +palette when the palette doesn't have a required color is not supported. This is +not supported on purpose: this is information loss which requires a color +reduction algorithm that is beyond the scope of a PNG encoder (yes, RGB to gray +is easy, but there are multiple ways if you want to give some channels more +weight). + +By default, when decoding, you get the raw image in 32-bit RGBA or 24-bit RGB +color, no matter what color type the PNG has. And by default when encoding, +LodePNG automatically picks the best color model for the output PNG, and expects +the input image to be 32-bit RGBA or 24-bit RGB. So, unless you want to control +the color format of the images yourself, you can skip this chapter. + +6.1. PNG color types +-------------------- + +A PNG image can have many color types, ranging from 1-bit color to 64-bit color, +as well as palettized color modes. After the zlib decompression and unfiltering +in the PNG image is done, the raw pixel data will have that color type and thus +a certain amount of bits per pixel. If you want the output raw image after +decoding to have another color type, a conversion is done by LodePNG. + +The PNG specification gives the following color types: + +0: grayscale, bit depths 1, 2, 4, 8, 16 +2: RGB, bit depths 8 and 16 +3: palette, bit depths 1, 2, 4 and 8 +4: grayscale with alpha, bit depths 8 and 16 +6: RGBA, bit depths 8 and 16 + +Bit depth is the amount of bits per pixel per color channel. So the total amount +of bits per pixel is: amount of channels * bitdepth. + +6.2. color conversions +---------------------- + +As explained in the sections about the encoder and decoder, you can specify +color types and bit depths in info_png and info_raw to change the default +behaviour. + +If, when decoding, you want the raw image to be something else than the default, +you need to set the color type and bit depth you want in the LodePNGColorMode, +or the parameters colortype and bitdepth of the simple decoding function. + +If, when encoding, you use another color type than the default in the raw input +image, you need to specify its color type and bit depth in the LodePNGColorMode +of the raw image, or use the parameters colortype and bitdepth of the simple +encoding function. + +If, when encoding, you don't want LodePNG to choose the output PNG color type +but control it yourself, you need to set auto_convert in the encoder settings +to false, and specify the color type you want in the LodePNGInfo of the +encoder (including palette: it can generate a palette if auto_convert is true, +otherwise not). + +If the input and output color type differ (whether user chosen or auto chosen), +LodePNG will do a color conversion, which follows the rules below, and may +sometimes result in an error. + +To avoid some confusion: +-the decoder converts from PNG to raw image +-the encoder converts from raw image to PNG +-the colortype and bitdepth in LodePNGColorMode info_raw, are those of the raw image +-the colortype and bitdepth in the color field of LodePNGInfo info_png, are those of the PNG +-when encoding, the color type in LodePNGInfo is ignored if auto_convert + is enabled, it is automatically generated instead +-when decoding, the color type in LodePNGInfo is set by the decoder to that of the original + PNG image, but it can be ignored since the raw image has the color type you requested instead +-if the color type of the LodePNGColorMode and PNG image aren't the same, a conversion + between the color types is done if the color types are supported. If it is not + supported, an error is returned. If the types are the same, no conversion is done. +-even though some conversions aren't supported, LodePNG supports loading PNGs from any + colortype and saving PNGs to any colortype, sometimes it just requires preparing + the raw image correctly before encoding. +-both encoder and decoder use the same color converter. + +The function lodepng_convert does the color conversion. It is available in the +interface but normally isn't needed since the encoder and decoder already call +it. + +Non supported color conversions: +-color to grayscale when non-gray pixels are present: no error is thrown, but +the result will look ugly because only the red channel is taken (it assumes all +three channels are the same in this case so ignores green and blue). The reason +no error is given is to allow converting from three-channel grayscale images to +one-channel even if there are numerical imprecisions. +-anything to palette when the palette does not have an exact match for a from-color +in it: in this case an error is thrown + +Supported color conversions: +-anything to 8-bit RGB, 8-bit RGBA, 16-bit RGB, 16-bit RGBA +-any gray or gray+alpha, to gray or gray+alpha +-anything to a palette, as long as the palette has the requested colors in it +-removing alpha channel +-higher to smaller bitdepth, and vice versa + +If you want no color conversion to be done (e.g. for speed or control): +-In the encoder, you can make it save a PNG with any color type by giving the +raw color mode and LodePNGInfo the same color mode, and setting auto_convert to +false. +-In the decoder, you can make it store the pixel data in the same color type +as the PNG has, by setting the color_convert setting to false. Settings in +info_raw are then ignored. + +6.3. padding bits +----------------- + +In the PNG file format, if a less than 8-bit per pixel color type is used and the scanlines +have a bit amount that isn't a multiple of 8, then padding bits are used so that each +scanline starts at a fresh byte. But that is NOT true for the LodePNG raw input and output. +The raw input image you give to the encoder, and the raw output image you get from the decoder +will NOT have these padding bits, e.g. in the case of a 1-bit image with a width +of 7 pixels, the first pixel of the second scanline will the 8th bit of the first byte, +not the first bit of a new byte. + +6.4. A note about 16-bits per channel and endianness +---------------------------------------------------- + +LodePNG uses unsigned char arrays for 16-bit per channel colors too, just like +for any other color format. The 16-bit values are stored in big endian (most +significant byte first) in these arrays. This is the opposite order of the +little endian used by x86 CPU's. + +LodePNG always uses big endian because the PNG file format does so internally. +Conversions to other formats than PNG uses internally are not supported by +LodePNG on purpose, there are myriads of formats, including endianness of 16-bit +colors, the order in which you store R, G, B and A, and so on. Supporting and +converting to/from all that is outside the scope of LodePNG. + +This may mean that, depending on your use case, you may want to convert the big +endian output of LodePNG to little endian with a for loop. This is certainly not +always needed, many applications and libraries support big endian 16-bit colors +anyway, but it means you cannot simply cast the unsigned char* buffer to an +unsigned short* buffer on x86 CPUs. + + +7. error values +--------------- + +All functions in LodePNG that return an error code, return 0 if everything went +OK, or a non-zero code if there was an error. + +The meaning of the LodePNG error values can be retrieved with the function +lodepng_error_text: given the numerical error code, it returns a description +of the error in English as a string. + +Check the implementation of lodepng_error_text to see the meaning of each code. + + +8. chunks and PNG editing +------------------------- + +If you want to add extra chunks to a PNG you encode, or use LodePNG for a PNG +editor that should follow the rules about handling of unknown chunks, or if your +program is able to read other types of chunks than the ones handled by LodePNG, +then that's possible with the chunk functions of LodePNG. + +A PNG chunk has the following layout: + +4 bytes length +4 bytes type name +length bytes data +4 bytes CRC + +8.1. iterating through chunks +----------------------------- + +If you have a buffer containing the PNG image data, then the first chunk (the +IHDR chunk) starts at byte number 8 of that buffer. The first 8 bytes are the +signature of the PNG and are not part of a chunk. But if you start at byte 8 +then you have a chunk, and can check the following things of it. + +NOTE: none of these functions check for memory buffer boundaries. To avoid +exploits, always make sure the buffer contains all the data of the chunks. +When using lodepng_chunk_next, make sure the returned value is within the +allocated memory. + +unsigned lodepng_chunk_length(const unsigned char* chunk): + +Get the length of the chunk's data. The total chunk length is this length + 12. + +void lodepng_chunk_type(char type[5], const unsigned char* chunk): +unsigned char lodepng_chunk_type_equals(const unsigned char* chunk, const char* type): + +Get the type of the chunk or compare if it's a certain type + +unsigned char lodepng_chunk_critical(const unsigned char* chunk): +unsigned char lodepng_chunk_private(const unsigned char* chunk): +unsigned char lodepng_chunk_safetocopy(const unsigned char* chunk): + +Check if the chunk is critical in the PNG standard (only IHDR, PLTE, IDAT and IEND are). +Check if the chunk is private (public chunks are part of the standard, private ones not). +Check if the chunk is safe to copy. If it's not, then, when modifying data in a critical +chunk, unsafe to copy chunks of the old image may NOT be saved in the new one if your +program doesn't handle that type of unknown chunk. + +unsigned char* lodepng_chunk_data(unsigned char* chunk): +const unsigned char* lodepng_chunk_data_const(const unsigned char* chunk): + +Get a pointer to the start of the data of the chunk. + +unsigned lodepng_chunk_check_crc(const unsigned char* chunk): +void lodepng_chunk_generate_crc(unsigned char* chunk): + +Check if the crc is correct or generate a correct one. + +unsigned char* lodepng_chunk_next(unsigned char* chunk): +const unsigned char* lodepng_chunk_next_const(const unsigned char* chunk): + +Iterate to the next chunk. This works if you have a buffer with consecutive chunks. Note that these +functions do no boundary checking of the allocated data whatsoever, so make sure there is enough +data available in the buffer to be able to go to the next chunk. + +unsigned lodepng_chunk_append(unsigned char** out, size_t* outsize, const unsigned char* chunk): +unsigned lodepng_chunk_create(unsigned char** out, size_t* outsize, unsigned length, + const char* type, const unsigned char* data): + +These functions are used to create new chunks that are appended to the data in *out that has +length *outsize. The append function appends an existing chunk to the new data. The create +function creates a new chunk with the given parameters and appends it. Type is the 4-letter +name of the chunk. + +8.2. chunks in info_png +----------------------- + +The LodePNGInfo struct contains fields with the unknown chunk in it. It has 3 +buffers (each with size) to contain 3 types of unknown chunks: +the ones that come before the PLTE chunk, the ones that come between the PLTE +and the IDAT chunks, and the ones that come after the IDAT chunks. +It's necessary to make the distinction between these 3 cases because the PNG +standard forces to keep the ordering of unknown chunks compared to the critical +chunks, but does not force any other ordering rules. + +info_png.unknown_chunks_data[0] is the chunks before PLTE +info_png.unknown_chunks_data[1] is the chunks after PLTE, before IDAT +info_png.unknown_chunks_data[2] is the chunks after IDAT + +The chunks in these 3 buffers can be iterated through and read by using the same +way described in the previous subchapter. + +When using the decoder to decode a PNG, you can make it store all unknown chunks +if you set the option settings.remember_unknown_chunks to 1. By default, this +option is off (0). + +The encoder will always encode unknown chunks that are stored in the info_png. +If you need it to add a particular chunk that isn't known by LodePNG, you can +use lodepng_chunk_append or lodepng_chunk_create to the chunk data in +info_png.unknown_chunks_data[x]. + +Chunks that are known by LodePNG should not be added in that way. E.g. to make +LodePNG add a bKGD chunk, set background_defined to true and add the correct +parameters there instead. + + +9. compiler support +------------------- + +No libraries other than the current standard C library are needed to compile +LodePNG. For the C++ version, only the standard C++ library is needed on top. +Add the files lodepng.c(pp) and lodepng.h to your project, include +lodepng.h where needed, and your program can read/write PNG files. + +It is compatible with C90 and up, and C++03 and up. + +If performance is important, use optimization when compiling! For both the +encoder and decoder, this makes a large difference. + +Make sure that LodePNG is compiled with the same compiler of the same version +and with the same settings as the rest of the program, or the interfaces with +std::vectors and std::strings in C++ can be incompatible. + +CHAR_BITS must be 8 or higher, because LodePNG uses unsigned chars for octets. + +*) gcc and g++ + +LodePNG is developed in gcc so this compiler is natively supported. It gives no +warnings with compiler options "-Wall -Wextra -pedantic -ansi", with gcc and g++ +version 4.7.1 on Linux, 32-bit and 64-bit. + +*) Clang + +Fully supported and warning-free. + +*) Mingw + +The Mingw compiler (a port of gcc for Windows) should be fully supported by +LodePNG. + +*) Visual Studio and Visual C++ Express Edition + +LodePNG should be warning-free with warning level W4. Two warnings were disabled +with pragmas though: warning 4244 about implicit conversions, and warning 4996 +where it wants to use a non-standard function fopen_s instead of the standard C +fopen. + +Visual Studio may want "stdafx.h" files to be included in each source file and +give an error "unexpected end of file while looking for precompiled header". +This is not standard C++ and will not be added to the stock LodePNG. You can +disable it for lodepng.cpp only by right clicking it, Properties, C/C++, +Precompiled Headers, and set it to Not Using Precompiled Headers there. + +NOTE: Modern versions of VS should be fully supported, but old versions, e.g. +VS6, are not guaranteed to work. + +*) Compilers on Macintosh + +LodePNG has been reported to work both with gcc and LLVM for Macintosh, both for +C and C++. + +*) Other Compilers + +If you encounter problems on any compilers, feel free to let me know and I may +try to fix it if the compiler is modern and standards compliant. + + +10. examples +------------ + +This decoder example shows the most basic usage of LodePNG. More complex +examples can be found on the LodePNG website. + +10.1. decoder C++ example +------------------------- + +#include "lodepng.h" +#include + +int main(int argc, char *argv[]) { + const char* filename = argc > 1 ? argv[1] : "test.png"; + + //load and decode + std::vector image; + unsigned width, height; + unsigned error = lodepng::decode(image, width, height, filename); + + //if there's an error, display it + if(error) std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl; + + //the pixels are now in the vector "image", 4 bytes per pixel, ordered RGBARGBA..., use it as texture, draw it, ... +} + +10.2. decoder C example +----------------------- + +#include "lodepng.h" + +int main(int argc, char *argv[]) { + unsigned error; + unsigned char* image; + size_t width, height; + const char* filename = argc > 1 ? argv[1] : "test.png"; + + error = lodepng_decode32_file(&image, &width, &height, filename); + + if(error) printf("decoder error %u: %s\n", error, lodepng_error_text(error)); + + / * use image here * / + + free(image); + return 0; +} + +11. state settings reference +---------------------------- + +A quick reference of some settings to set on the LodePNGState + +For decoding: + +state.decoder.zlibsettings.ignore_adler32: ignore ADLER32 checksums +state.decoder.zlibsettings.custom_...: use custom inflate function +state.decoder.ignore_crc: ignore CRC checksums +state.decoder.ignore_critical: ignore unknown critical chunks +state.decoder.ignore_end: ignore missing IEND chunk. May fail if this corruption causes other errors +state.decoder.color_convert: convert internal PNG color to chosen one +state.decoder.read_text_chunks: whether to read in text metadata chunks +state.decoder.remember_unknown_chunks: whether to read in unknown chunks +state.info_raw.colortype: desired color type for decoded image +state.info_raw.bitdepth: desired bit depth for decoded image +state.info_raw....: more color settings, see struct LodePNGColorMode +state.info_png....: no settings for decoder but ouput, see struct LodePNGInfo + +For encoding: + +state.encoder.zlibsettings.btype: disable compression by setting it to 0 +state.encoder.zlibsettings.use_lz77: use LZ77 in compression +state.encoder.zlibsettings.windowsize: tweak LZ77 windowsize +state.encoder.zlibsettings.minmatch: tweak min LZ77 length to match +state.encoder.zlibsettings.nicematch: tweak LZ77 match where to stop searching +state.encoder.zlibsettings.lazymatching: try one more LZ77 matching +state.encoder.zlibsettings.custom_...: use custom deflate function +state.encoder.auto_convert: choose optimal PNG color type, if 0 uses info_png +state.encoder.filter_palette_zero: PNG filter strategy for palette +state.encoder.filter_strategy: PNG filter strategy to encode with +state.encoder.force_palette: add palette even if not encoding to one +state.encoder.add_id: add LodePNG identifier and version as a text chunk +state.encoder.text_compression: use compressed text chunks for metadata +state.info_raw.colortype: color type of raw input image you provide +state.info_raw.bitdepth: bit depth of raw input image you provide +state.info_raw: more color settings, see struct LodePNGColorMode +state.info_png.color.colortype: desired color type if auto_convert is false +state.info_png.color.bitdepth: desired bit depth if auto_convert is false +state.info_png.color....: more color settings, see struct LodePNGColorMode +state.info_png....: more PNG related settings, see struct LodePNGInfo + + +12. changes +----------- + +The version number of LodePNG is the date of the change given in the format +yyyymmdd. + +Some changes aren't backwards compatible. Those are indicated with a (!) +symbol. + +Not all changes are listed here, the commit history in github lists more: +https://github.com/lvandeve/lodepng + +*) 06 mar 2020: simplified some of the dynamic memory allocations. +*) 12 jan 2020: (!) added 'end' argument to lodepng_chunk_next to allow correct + overflow checks. +*) 14 aug 2019: around 25% faster decoding thanks to huffman lookup tables. +*) 15 jun 2019: (!) auto_choose_color API changed (for bugfix: don't use palette + if gray ICC profile) and non-ICC LodePNGColorProfile renamed to + LodePNGColorStats. +*) 30 dec 2018: code style changes only: removed newlines before opening braces. +*) 10 sep 2018: added way to inspect metadata chunks without full decoding. +*) 19 aug 2018: (!) fixed color mode bKGD is encoded with and made it use + palette index in case of palette. +*) 10 aug 2018: (!) added support for gAMA, cHRM, sRGB and iCCP chunks. This + change is backwards compatible unless you relied on unknown_chunks for those. +*) 11 jun 2018: less restrictive check for pixel size integer overflow +*) 14 jan 2018: allow optionally ignoring a few more recoverable errors +*) 17 sep 2017: fix memory leak for some encoder input error cases +*) 27 nov 2016: grey+alpha auto color model detection bugfix +*) 18 apr 2016: Changed qsort to custom stable sort (for platforms w/o qsort). +*) 09 apr 2016: Fixed colorkey usage detection, and better file loading (within + the limits of pure C90). +*) 08 dec 2015: Made load_file function return error if file can't be opened. +*) 24 okt 2015: Bugfix with decoding to palette output. +*) 18 apr 2015: Boundary PM instead of just package-merge for faster encoding. +*) 24 aug 2014: Moved to github +*) 23 aug 2014: Reduced needless memory usage of decoder. +*) 28 jun 2014: Removed fix_png setting, always support palette OOB for + simplicity. Made ColorProfile public. +*) 09 jun 2014: Faster encoder by fixing hash bug and more zeros optimization. +*) 22 dec 2013: Power of two windowsize required for optimization. +*) 15 apr 2013: Fixed bug with LAC_ALPHA and color key. +*) 25 mar 2013: Added an optional feature to ignore some PNG errors (fix_png). +*) 11 mar 2013: (!) Bugfix with custom free. Changed from "my" to "lodepng_" + prefix for the custom allocators and made it possible with a new #define to + use custom ones in your project without needing to change lodepng's code. +*) 28 jan 2013: Bugfix with color key. +*) 27 okt 2012: Tweaks in text chunk keyword length error handling. +*) 8 okt 2012: (!) Added new filter strategy (entropy) and new auto color mode. + (no palette). Better deflate tree encoding. New compression tweak settings. + Faster color conversions while decoding. Some internal cleanups. +*) 23 sep 2012: Reduced warnings in Visual Studio a little bit. +*) 1 sep 2012: (!) Removed #define's for giving custom (de)compression functions + and made it work with function pointers instead. +*) 23 jun 2012: Added more filter strategies. Made it easier to use custom alloc + and free functions and toggle #defines from compiler flags. Small fixes. +*) 6 may 2012: (!) Made plugging in custom zlib/deflate functions more flexible. +*) 22 apr 2012: (!) Made interface more consistent, renaming a lot. Removed + redundant C++ codec classes. Reduced amount of structs. Everything changed, + but it is cleaner now imho and functionality remains the same. Also fixed + several bugs and shrunk the implementation code. Made new samples. +*) 6 nov 2011: (!) By default, the encoder now automatically chooses the best + PNG color model and bit depth, based on the amount and type of colors of the + raw image. For this, autoLeaveOutAlphaChannel replaced by auto_choose_color. +*) 9 okt 2011: simpler hash chain implementation for the encoder. +*) 8 sep 2011: lz77 encoder lazy matching instead of greedy matching. +*) 23 aug 2011: tweaked the zlib compression parameters after benchmarking. + A bug with the PNG filtertype heuristic was fixed, so that it chooses much + better ones (it's quite significant). A setting to do an experimental, slow, + brute force search for PNG filter types is added. +*) 17 aug 2011: (!) changed some C zlib related function names. +*) 16 aug 2011: made the code less wide (max 120 characters per line). +*) 17 apr 2011: code cleanup. Bugfixes. Convert low to 16-bit per sample colors. +*) 21 feb 2011: fixed compiling for C90. Fixed compiling with sections disabled. +*) 11 dec 2010: encoding is made faster, based on suggestion by Peter Eastman + to optimize long sequences of zeros. +*) 13 nov 2010: added LodePNG_InfoColor_hasPaletteAlpha and + LodePNG_InfoColor_canHaveAlpha functions for convenience. +*) 7 nov 2010: added LodePNG_error_text function to get error code description. +*) 30 okt 2010: made decoding slightly faster +*) 26 okt 2010: (!) changed some C function and struct names (more consistent). + Reorganized the documentation and the declaration order in the header. +*) 08 aug 2010: only changed some comments and external samples. +*) 05 jul 2010: fixed bug thanks to warnings in the new gcc version. +*) 14 mar 2010: fixed bug where too much memory was allocated for char buffers. +*) 02 sep 2008: fixed bug where it could create empty tree that linux apps could + read by ignoring the problem but windows apps couldn't. +*) 06 jun 2008: added more error checks for out of memory cases. +*) 26 apr 2008: added a few more checks here and there to ensure more safety. +*) 06 mar 2008: crash with encoding of strings fixed +*) 02 feb 2008: support for international text chunks added (iTXt) +*) 23 jan 2008: small cleanups, and #defines to divide code in sections +*) 20 jan 2008: support for unknown chunks allowing using LodePNG for an editor. +*) 18 jan 2008: support for tIME and pHYs chunks added to encoder and decoder. +*) 17 jan 2008: ability to encode and decode compressed zTXt chunks added + Also various fixes, such as in the deflate and the padding bits code. +*) 13 jan 2008: Added ability to encode Adam7-interlaced images. Improved + filtering code of encoder. +*) 07 jan 2008: (!) changed LodePNG to use ISO C90 instead of C++. A + C++ wrapper around this provides an interface almost identical to before. + Having LodePNG be pure ISO C90 makes it more portable. The C and C++ code + are together in these files but it works both for C and C++ compilers. +*) 29 dec 2007: (!) changed most integer types to unsigned int + other tweaks +*) 30 aug 2007: bug fixed which makes this Borland C++ compatible +*) 09 aug 2007: some VS2005 warnings removed again +*) 21 jul 2007: deflate code placed in new namespace separate from zlib code +*) 08 jun 2007: fixed bug with 2- and 4-bit color, and small interlaced images +*) 04 jun 2007: improved support for Visual Studio 2005: crash with accessing + invalid std::vector element [0] fixed, and level 3 and 4 warnings removed +*) 02 jun 2007: made the encoder add a tag with version by default +*) 27 may 2007: zlib and png code separated (but still in the same file), + simple encoder/decoder functions added for more simple usage cases +*) 19 may 2007: minor fixes, some code cleaning, new error added (error 69), + moved some examples from here to lodepng_examples.cpp +*) 12 may 2007: palette decoding bug fixed +*) 24 apr 2007: changed the license from BSD to the zlib license +*) 11 mar 2007: very simple addition: ability to encode bKGD chunks. +*) 04 mar 2007: (!) tEXt chunk related fixes, and support for encoding + palettized PNG images. Plus little interface change with palette and texts. +*) 03 mar 2007: Made it encode dynamic Huffman shorter with repeat codes. + Fixed a bug where the end code of a block had length 0 in the Huffman tree. +*) 26 feb 2007: Huffman compression with dynamic trees (BTYPE 2) now implemented + and supported by the encoder, resulting in smaller PNGs at the output. +*) 27 jan 2007: Made the Adler-32 test faster so that a timewaste is gone. +*) 24 jan 2007: gave encoder an error interface. Added color conversion from any + greyscale type to 8-bit greyscale with or without alpha. +*) 21 jan 2007: (!) Totally changed the interface. It allows more color types + to convert to and is more uniform. See the manual for how it works now. +*) 07 jan 2007: Some cleanup & fixes, and a few changes over the last days: + encode/decode custom tEXt chunks, separate classes for zlib & deflate, and + at last made the decoder give errors for incorrect Adler32 or Crc. +*) 01 jan 2007: Fixed bug with encoding PNGs with less than 8 bits per channel. +*) 29 dec 2006: Added support for encoding images without alpha channel, and + cleaned out code as well as making certain parts faster. +*) 28 dec 2006: Added "Settings" to the encoder. +*) 26 dec 2006: The encoder now does LZ77 encoding and produces much smaller files now. + Removed some code duplication in the decoder. Fixed little bug in an example. +*) 09 dec 2006: (!) Placed output parameters of public functions as first parameter. + Fixed a bug of the decoder with 16-bit per color. +*) 15 okt 2006: Changed documentation structure +*) 09 okt 2006: Encoder class added. It encodes a valid PNG image from the + given image buffer, however for now it's not compressed. +*) 08 sep 2006: (!) Changed to interface with a Decoder class +*) 30 jul 2006: (!) LodePNG_InfoPng , width and height are now retrieved in different + way. Renamed decodePNG to decodePNGGeneric. +*) 29 jul 2006: (!) Changed the interface: image info is now returned as a + struct of type LodePNG::LodePNG_Info, instead of a vector, which was a bit clumsy. +*) 28 jul 2006: Cleaned the code and added new error checks. + Corrected terminology "deflate" into "inflate". +*) 23 jun 2006: Added SDL example in the documentation in the header, this + example allows easy debugging by displaying the PNG and its transparency. +*) 22 jun 2006: (!) Changed way to obtain error value. Added + loadFile function for convenience. Made decodePNG32 faster. +*) 21 jun 2006: (!) Changed type of info vector to unsigned. + Changed position of palette in info vector. Fixed an important bug that + happened on PNGs with an uncompressed block. +*) 16 jun 2006: Internally changed unsigned into unsigned where + needed, and performed some optimizations. +*) 07 jun 2006: (!) Renamed functions to decodePNG and placed them + in LodePNG namespace. Changed the order of the parameters. Rewrote the + documentation in the header. Renamed files to lodepng.cpp and lodepng.h +*) 22 apr 2006: Optimized and improved some code +*) 07 sep 2005: (!) Changed to std::vector interface +*) 12 aug 2005: Initial release (C++, decoder only) + + +13. contact information +----------------------- + +Feel free to contact me with suggestions, problems, comments, ... concerning +LodePNG. If you encounter a PNG image that doesn't work properly with this +decoder, feel free to send it and I'll use it to find and fix the problem. + +My email address is (puzzle the account and domain together with an @ symbol): +Domain: gmail dot com. +Account: lode dot vandevenne. + + +Copyright (c) 2005-2020 Lode Vandevenne +*/ diff --git a/src/matfx.cpp b/src/matfx.cpp new file mode 100644 index 0000000..c143fc1 --- /dev/null +++ b/src/matfx.cpp @@ -0,0 +1,641 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwanim.h" +#include "rwplugins.h" +#include "ps2/rwps2.h" +#include "ps2/rwps2plg.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "gl/rwwdgl.h" +#include "gl/rwgl3.h" +#include "gl/rwgl3plg.h" + +#define PLUGIN_ID ID_MATFX + +namespace rw { + +bool32 MatFX::envMapFlipU; +bool32 MatFX::envMapApplyLight; +bool32 MatFX::envMapUseMatColor; +RGBA MatFX::envMapColor = { 255, 255, 255, 255 }; + + +// Atomic + +static void* +createAtomicMatFX(void *object, int32 offset, int32) +{ + *PLUGINOFFSET(int32, object, offset) = 0; + return object; +} + +static void* +copyAtomicMatFX(void *dst, void *src, int32 offset, int32) +{ + // don't call seteffects, it will override the pipeline + if(*PLUGINOFFSET(int32, src, offset)) + *PLUGINOFFSET(int32, dst, offset) = 1; + return dst; +} + +static Stream* +readAtomicMatFX(Stream *stream, int32, void *object, int32, int32) +{ + if(stream->readI32()) + MatFX::enableEffects((Atomic*)object); + return stream; +} + +static Stream* +writeAtomicMatFX(Stream *stream, int32, void *object, int32 offset, int32) +{ + stream->writeI32(*PLUGINOFFSET(int32, object, offset)); + return stream; +} + +static int32 +getSizeAtomicMatFX(void *object, int32 offset, int32) +{ + int32 flag = *PLUGINOFFSET(int32, object, offset); + // TODO: not sure which version + return flag || rw::version < 0x34000 ? 4 : 0; +} + +// Material + +MatFXGlobals matFXGlobals = { 0, 0, { nil }, nil }; + +// TODO: Frames and Matrices? +static void +clearMatFX(MatFX *matfx) +{ + for(int i = 0; i < 2; i++) + switch(matfx->fx[i].type){ + case MatFX::BUMPMAP: + if(matfx->fx[i].bump.bumpedTex) + matfx->fx[i].bump.bumpedTex->destroy(); + if(matfx->fx[i].bump.tex) + matfx->fx[i].bump.tex->destroy(); + break; + + case MatFX::ENVMAP: + if(matfx->fx[i].env.tex) + matfx->fx[i].env.tex->destroy(); + break; + + case MatFX::DUAL: + if(matfx->fx[i].dual.tex) + matfx->fx[i].dual.tex->destroy(); + break; + } + memset(matfx, 0, sizeof(MatFX)); +} + +void +MatFX::setEffects(Material *mat, uint32 type) +{ + MatFX *matfx; + + matfx = MatFX::get(mat); + if(matfx == nil){ + matfx = rwNewT(MatFX, 1, MEMDUR_EVENT | ID_MATFX); + memset(matfx, 0, sizeof(MatFX)); + *PLUGINOFFSET(MatFX*, mat, matFXGlobals.materialOffset) = matfx; + } + + if(matfx->type != 0 && matfx->type != type) + clearMatFX(matfx); + matfx->type = type; + switch(type){ + case BUMPMAP: + case ENVMAP: + case DUAL: + case UVTRANSFORM: + matfx->fx[0].type = type; + matfx->fx[1].type = NOTHING; + break; + + case BUMPENVMAP: + matfx->fx[0].type = BUMPMAP; + matfx->fx[1].type = ENVMAP; + break; + + case DUALUVTRANSFORM: + matfx->fx[0].type = UVTRANSFORM; + matfx->fx[1].type = DUAL; + break; + } +} + +uint32 +MatFX::getEffects(const Material *m) +{ + MatFX *fx = *PLUGINOFFSET(MatFX*, m, matFXGlobals.materialOffset); + if(fx) + return fx->type; + return 0; +} + +MatFX* +MatFX::get(const Material *m) +{ + return *PLUGINOFFSET(MatFX*, m, matFXGlobals.materialOffset); +} + +int32 +MatFX::getEffectIndex(uint32 type) +{ + for(int i = 0; i < 2; i++) + if(this->fx[i].type == type) + return i; + return -1; +} + +void +MatFX::setBumpTexture(Texture *t) +{ + int32 i = this->getEffectIndex(BUMPMAP); + if(i >= 0){ + if(this->fx[i].bump.tex) + this->fx[i].bump.tex->destroy(); + this->fx[i].bump.tex = t; + if(t) + t->addRef(); + } +} + +void +MatFX::setBumpCoefficient(float32 coef) +{ + int32 i = this->getEffectIndex(BUMPMAP); + if(i >= 0) + this->fx[i].bump.coefficient = coef; +} + +Texture* +MatFX::getBumpTexture(void) +{ + int32 i = this->getEffectIndex(BUMPMAP); + if(i >= 0) + return this->fx[i].bump.tex; + return nil; +} + +float32 +MatFX::getBumpCoefficient(void) +{ + int32 i = this->getEffectIndex(BUMPMAP); + if(i >= 0) + return this->fx[i].bump.coefficient; + return 0.0f; +} + +void +MatFX::setEnvTexture(Texture *t) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0){ + if(this->fx[i].env.tex) + this->fx[i].env.tex->destroy(); + this->fx[i].env.tex = t; + if(t) + t->addRef(); + } +} + +void +MatFX::setEnvFrame(Frame *f) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + this->fx[i].env.frame = f; +} + +void +MatFX::setEnvCoefficient(float32 coef) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + this->fx[i].env.coefficient = coef; +} + +void +MatFX::setEnvFBAlpha(bool32 useFBAlpha) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + this->fx[i].env.fbAlpha = useFBAlpha; +} + +Texture* +MatFX::getEnvTexture(void) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + return this->fx[i].env.tex; + return nil; +} + +Frame* +MatFX::getEnvFrame(void) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + return this->fx[i].env.frame; + return nil; +} + +float32 +MatFX::getEnvCoefficient(void) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + return this->fx[i].env.coefficient; + return 0.0f; +} + +bool32 +MatFX::getEnvFBAlpha(void) +{ + int32 i = this->getEffectIndex(ENVMAP); + if(i >= 0) + return this->fx[i].env.fbAlpha; + return 0; +} + + +void +MatFX::setDualTexture(Texture *t) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0){ + if(this->fx[i].dual.tex) + this->fx[i].dual.tex->destroy(); + this->fx[i].dual.tex = t; + if(t) + t->addRef(); + } +} + +void +MatFX::setDualSrcBlend(int32 blend) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0) + this->fx[i].dual.srcBlend = blend; +} + +void +MatFX::setDualDestBlend(int32 blend) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0) + this->fx[i].dual.dstBlend = blend; +} + +Texture* +MatFX::getDualTexture(void) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0) + return this->fx[i].dual.tex; + return nil; +} + +int32 +MatFX::getDualSrcBlend(void) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0) + return this->fx[i].dual.srcBlend; + return 0; +} + +int32 +MatFX::getDualDestBlend(void) +{ + int32 i = this->getEffectIndex(DUAL); + if(i >= 0) + return this->fx[i].dual.dstBlend; + return 0; +} + +void +MatFX::setUVTransformMatrices(Matrix *base, Matrix *dual) +{ + int32 i = this->getEffectIndex(UVTRANSFORM); + if(i >= 0){ + this->fx[i].uvtransform.baseTransform = base; + this->fx[i].uvtransform.dualTransform = dual; + } +} + +void +MatFX::getUVTransformMatrices(Matrix **base, Matrix **dual) +{ + int32 i = this->getEffectIndex(UVTRANSFORM); + if(i >= 0){ + if(base) *base = this->fx[i].uvtransform.baseTransform; + if(dual) *dual = this->fx[i].uvtransform.dualTransform; + return; + } + if(base) *base = nil; + if(dual) *dual = nil; +} + +static void* +createMaterialMatFX(void *object, int32 offset, int32) +{ + *PLUGINOFFSET(MatFX*, object, offset) = nil; + return object; +} + +static void* +destroyMaterialMatFX(void *object, int32 offset, int32) +{ + MatFX *matfx = *PLUGINOFFSET(MatFX*, object, offset); + if(matfx){ + clearMatFX(matfx); + rwFree(matfx); + } + return object; +} + +static void* +copyMaterialMatFX(void *dst, void *src, int32 offset, int32) +{ + MatFX *srcfx = *PLUGINOFFSET(MatFX*, src, offset); + if(srcfx == nil) + return dst; + MatFX *dstfx = rwNewT(MatFX, 1, MEMDUR_EVENT | ID_MATFX); + *PLUGINOFFSET(MatFX*, dst, offset) = dstfx; + memcpy(dstfx, srcfx, sizeof(MatFX)); + for(int i = 0; i < 2; i++) + switch(dstfx->fx[i].type){ + case MatFX::BUMPMAP: + if(dstfx->fx[i].bump.bumpedTex) + dstfx->fx[i].bump.bumpedTex->addRef(); + if(dstfx->fx[i].bump.tex) + dstfx->fx[i].bump.tex->addRef(); + break; + + case MatFX::ENVMAP: + if(dstfx->fx[i].env.tex) + dstfx->fx[i].env.tex->addRef(); + break; + + case MatFX::DUAL: + if(dstfx->fx[i].dual.tex) + dstfx->fx[i].dual.tex->addRef(); + break; + } + return dst; +} + +static Stream* +readMaterialMatFX(Stream *stream, int32, void *object, int32 offset, int32) +{ + Material *mat; + MatFX *matfx; + Texture *tex, *bumpedTex; + float coefficient; + int32 fbAlpha; + int32 srcBlend, dstBlend; + int32 idx; + + mat = (Material*)object; + MatFX::setEffects(mat, stream->readU32()); + matfx = MatFX::get(mat); + + for(int i = 0; i < 2; i++){ + uint32 type = stream->readU32(); + switch(type){ + case MatFX::BUMPMAP: + coefficient = stream->readF32(); + bumpedTex = tex = nil; + if(stream->readI32()){ + if(!findChunk(stream, ID_TEXTURE, + nil, nil)){ + RWERROR((ERR_CHUNK, "TEXTURE")); + return nil; + } + bumpedTex = Texture::streamRead(stream); + } + if(stream->readI32()){ + if(!findChunk(stream, ID_TEXTURE, + nil, nil)){ + RWERROR((ERR_CHUNK, "TEXTURE")); + return nil; + } + tex = Texture::streamRead(stream); + } + idx = matfx->getEffectIndex(type); + assert(idx >= 0); + matfx->fx[idx].bump.bumpedTex = bumpedTex; + matfx->fx[idx].bump.tex = tex; + matfx->fx[idx].bump.coefficient = coefficient; + break; + + case MatFX::ENVMAP: + coefficient = stream->readF32(); + fbAlpha = stream->readI32(); + tex = nil; + if(stream->readI32()){ + if(!findChunk(stream, ID_TEXTURE, + nil, nil)){ + RWERROR((ERR_CHUNK, "TEXTURE")); + return nil; + } + tex = Texture::streamRead(stream); + } + idx = matfx->getEffectIndex(type); + assert(idx >= 0); + matfx->fx[idx].env.tex = tex; + matfx->fx[idx].env.fbAlpha = fbAlpha; + matfx->fx[idx].env.coefficient = coefficient; + break; + + case MatFX::DUAL: + srcBlend = stream->readI32(); + dstBlend = stream->readI32(); + tex = nil; + if(stream->readI32()){ + if(!findChunk(stream, ID_TEXTURE, + nil, nil)){ + RWERROR((ERR_CHUNK, "TEXTURE")); + return nil; + } + tex = Texture::streamRead(stream); + } + idx = matfx->getEffectIndex(type); + assert(idx >= 0); + matfx->fx[idx].dual.tex = tex; + matfx->fx[idx].dual.srcBlend = srcBlend; + matfx->fx[idx].dual.dstBlend = dstBlend; + break; + } + } + return stream; +} + +static Stream* +writeMaterialMatFX(Stream *stream, int32, void *object, int32 offset, int32) +{ + MatFX *matfx = *PLUGINOFFSET(MatFX*, object, offset); + + stream->writeU32(matfx->type); + for(int i = 0; i < 2; i++){ + stream->writeU32(matfx->fx[i].type); + switch(matfx->fx[i].type){ + case MatFX::BUMPMAP: + stream->writeF32(matfx->fx[i].bump.coefficient); + stream->writeI32(matfx->fx[i].bump.bumpedTex != nil); + if(matfx->fx[i].bump.bumpedTex) + matfx->fx[i].bump.bumpedTex->streamWrite(stream); + stream->writeI32(matfx->fx[i].bump.tex != nil); + if(matfx->fx[i].bump.tex) + matfx->fx[i].bump.tex->streamWrite(stream); + break; + + case MatFX::ENVMAP: + stream->writeF32(matfx->fx[i].env.coefficient); + stream->writeI32(matfx->fx[i].env.fbAlpha); + stream->writeI32(matfx->fx[i].env.tex != nil); + if(matfx->fx[i].env.tex) + matfx->fx[i].env.tex->streamWrite(stream); + break; + + case MatFX::DUAL: + stream->writeI32(matfx->fx[i].dual.srcBlend); + stream->writeI32(matfx->fx[i].dual.dstBlend); + stream->writeI32(matfx->fx[i].dual.tex != nil); + if(matfx->fx[i].dual.tex) + matfx->fx[i].dual.tex->streamWrite(stream); + break; + } + } + return stream; +} + +static int32 +getSizeMaterialMatFX(void *object, int32 offset, int32) +{ + MatFX *matfx = *PLUGINOFFSET(MatFX*, object, offset); + if(matfx == nil) + return -1; + int32 size = 4 + 4 + 4; + + for(int i = 0; i < 2; i++){ + switch(matfx->fx[i].type){ + case MatFX::BUMPMAP: + size += 4 + 4 + 4; + if(matfx->fx[i].bump.bumpedTex) + size += 12 + + matfx->fx[i].bump.bumpedTex->streamGetSize(); + if(matfx->fx[i].bump.tex) + size += 12 + + matfx->fx[i].bump.tex->streamGetSize(); + break; + + case MatFX::ENVMAP: + size += 4 + 4 + 4; + if(matfx->fx[i].env.tex) + size += 12 + + matfx->fx[i].env.tex->streamGetSize(); + break; + + case MatFX::DUAL: + size += 4 + 4 + 4; + if(matfx->fx[i].dual.tex) + size += 12 + + matfx->fx[i].dual.tex->streamGetSize(); + break; + } + } + return size; +} + +void +MatFX::enableEffects(Atomic *atomic) +{ + *PLUGINOFFSET(int32, atomic, matFXGlobals.atomicOffset) = 1; + atomic->pipeline = matFXGlobals.pipelines[rw::platform]; +} + +// This prevents setting the pipeline on clone +void +MatFX::disableEffects(Atomic *atomic) +{ + *PLUGINOFFSET(int32, atomic, matFXGlobals.atomicOffset) = 0; +} + +bool32 +MatFX::getEffects(Atomic *atomic) +{ + return *PLUGINOFFSET(int32, atomic, matFXGlobals.atomicOffset); +} + +static void* +matfxOpen(void *o, int32, int32) +{ + // init dummy pipelines + matFXGlobals.dummypipe = ObjPipeline::create(); + matFXGlobals.dummypipe->pluginID = 0; //ID_MATFX; + matFXGlobals.dummypipe->pluginData = 0; + for(uint i = 0; i < nelem(matFXGlobals.pipelines); i++) + matFXGlobals.pipelines[i] = matFXGlobals.dummypipe; + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + for(uint i = 0; i < nelem(matFXGlobals.pipelines); i++) + if(matFXGlobals.pipelines[i] == matFXGlobals.dummypipe) + matFXGlobals.pipelines[i] = nil; + matFXGlobals.dummypipe->destroy(); + matFXGlobals.dummypipe = nil; + return o; +} + +void +registerMatFXPlugin(void) +{ + Driver::registerPlugin(PLATFORM_NULL, 0, ID_MATFX, + matfxOpen, matfxClose); + ps2::initMatFX(); + xbox::initMatFX(); + d3d8::initMatFX(); + d3d9::initMatFX(); + wdgl::initMatFX(); + gl3::initMatFX(); + + matFXGlobals.atomicOffset = + Atomic::registerPlugin(sizeof(int32), ID_MATFX, + createAtomicMatFX, nil, copyAtomicMatFX); + Atomic::registerPluginStream(ID_MATFX, + readAtomicMatFX, + writeAtomicMatFX, + getSizeAtomicMatFX); + + matFXGlobals.materialOffset = + Material::registerPlugin(sizeof(MatFX*), ID_MATFX, + createMaterialMatFX, destroyMaterialMatFX, + copyMaterialMatFX); + Material::registerPluginStream(ID_MATFX, + readMaterialMatFX, + writeMaterialMatFX, + getSizeMaterialMatFX); +} + +} diff --git a/src/pipeline.cpp b/src/pipeline.cpp new file mode 100644 index 0000000..6284f68 --- /dev/null +++ b/src/pipeline.cpp @@ -0,0 +1,198 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define COLOR_ARGB(a,r,g,b) \ + ((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) + +namespace rw { + +static void nothing(ObjPipeline *, Atomic*) {} + +void +ObjPipeline::init(uint32 platform) +{ + Pipeline::init(platform); + this->impl.instance = nothing; + this->impl.uninstance = nothing; + this->impl.render = nothing; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(PLATFORM_NULL); + return pipe; +} + +void +ObjPipeline::destroy(void) +{ + rwFree(this); +} + +// helper functions + +void +findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, int32 *numVertices) +{ + uint32 min = 0xFFFFFFFF; + uint32 max = 0; + while(numIndices--){ + if(*indices < min) + min = *indices; + if(*indices > max) + max = *indices; + indices++; + } + uint32 num = max - min + 1; + // if mesh is empty, this can happen + if(min > max){ + min = 0; + num = 0; + } + if(minVert) + *minVert = min; + if(numVertices) + *numVertices = num; +} + +void +instV4d(int type, uint8 *dst, V4d *src, uint32 numVertices, uint32 stride) +{ + if(type == VERT_FLOAT4) + for(uint32 i = 0; i < numVertices; i++){ + memcpy(dst, src, 16); + dst += stride; + src++; + } + else + assert(0 && "unsupported instV4d type"); +} + +void +instV3d(int type, uint8 *dst, V3d *src, uint32 numVertices, uint32 stride) +{ + if(type == VERT_FLOAT3) + for(uint32 i = 0; i < numVertices; i++){ + memcpy(dst, src, 12); + dst += stride; + src++; + } + else if(type == VERT_COMPNORM) + for(uint32 i = 0; i < numVertices; i++){ + uint32 n = ((((uint32)(src->z * 511.0f)) & 0x3ff) << 22) | + ((((uint32)(src->y * 1023.0f)) & 0x7ff) << 11) | + ((((uint32)(src->x * 1023.0f)) & 0x7ff) << 0); + *(uint32*)dst = n; + dst += stride; + src++; + } + else + assert(0 && "unsupported instV3d type"); +} + +void +uninstV3d(int type, V3d *dst, uint8 *src, uint32 numVertices, uint32 stride) +{ + if(type == VERT_FLOAT3) + for(uint32 i = 0; i < numVertices; i++){ + memcpy(dst, src, 12); + src += stride; + dst++; + } + else if(type == VERT_COMPNORM) + for(uint32 i = 0; i < numVertices; i++){ + uint32 n = *(uint32*)src; + int32 normal[3]; + normal[0] = n & 0x7FF; + normal[1] = (n >> 11) & 0x7FF; + normal[2] = (n >> 22) & 0x3FF; + // sign extend + if(normal[0] & 0x400) normal[0] |= ~0x7FF; + if(normal[1] & 0x400) normal[1] |= ~0x7FF; + if(normal[2] & 0x200) normal[2] |= ~0x3FF; + dst->x = normal[0] / 1023.0f; + dst->y = normal[1] / 1023.0f; + dst->z = normal[2] / 511.0f; + src += stride; + dst++; + } + else + assert(0 && "unsupported uninstV3d type"); +} + +void +instTexCoords(int type, uint8 *dst, TexCoords *src, uint32 numVertices, uint32 stride) +{ + assert(type == VERT_FLOAT2); + for(uint32 i = 0; i < numVertices; i++){ + memcpy(dst, src, 8); + dst += stride; + src++; + } +} + +void +uninstTexCoords(int type, TexCoords *dst, uint8 *src, uint32 numVertices, uint32 stride) +{ + assert(type == VERT_FLOAT2); + for(uint32 i = 0; i < numVertices; i++){ + memcpy(dst, src, 8); + src += stride; + dst++; + } +} + +bool32 +instColor(int type, uint8 *dst, RGBA *src, uint32 numVertices, uint32 stride) +{ + uint8 alpha = 0xFF; + if(type == VERT_ARGB){ + for(uint32 i = 0; i < numVertices; i++){ + dst[0] = src->blue; + dst[1] = src->green; + dst[2] = src->red; + dst[3] = src->alpha; + alpha &= src->alpha; + dst += stride; + src++; + } + }else if(type == VERT_RGBA){ + for(uint32 i = 0; i < numVertices; i++){ + dst[0] = src->red; + dst[1] = src->green; + dst[2] = src->blue; + dst[3] = src->alpha; + alpha &= src->alpha; + dst += stride; + src++; + } + }else + assert(0 && "unsupported color type"); + return alpha != 0xFF; +} + +void +uninstColor(int type, RGBA *dst, uint8 *src, uint32 numVertices, uint32 stride) +{ + assert(type == VERT_ARGB); + for(uint32 i = 0; i < numVertices; i++){ + dst->red = src[2]; + dst->green = src[1]; + dst->blue = src[0]; + dst->alpha = src[3]; + src += stride; + dst++; + } +} + +} diff --git a/src/plg.cpp b/src/plg.cpp new file mode 100644 index 0000000..358a67a --- /dev/null +++ b/src/plg.cpp @@ -0,0 +1,246 @@ +#include +#include +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +namespace rw { + +static void *defCtor(void *object, int32, int32) { return object; } +static void *defDtor(void *object, int32, int32) { return object; } +static void *defCopy(void *dst, void*, int32, int32) { return dst; } + +static LinkList allPlugins; + +#define PLG(lnk) LLLinkGetData(lnk, Plugin, inParentList) + +void +PluginList::open(void) +{ + allPlugins.init(); +} + +void +PluginList::close(void) +{ + PluginList *l; + Plugin *p; + FORLIST(lnk, allPlugins){ + p = LLLinkGetData(lnk, Plugin, inGlobalList); + l = p->parentList; + p->inParentList.remove(); + p->inGlobalList.remove(); + rwFree(p); + if(l->plugins.isEmpty()) + l->size = l->defaultSize; + } + assert(allPlugins.isEmpty()); +} + +void +PluginList::construct(void *object) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + p->constructor(object, p->offset, p->size); + } +} + +void +PluginList::destruct(void *object) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + p->destructor(object, p->offset, p->size); + } +} + +void +PluginList::copy(void *dst, void *src) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + p->copy(dst, src, p->offset, p->size); + } +} + +bool +PluginList::streamRead(Stream *stream, void *object) +{ + int32 length; + ChunkHeaderInfo header; + if(!findChunk(stream, ID_EXTENSION, (uint32*)&length, nil)) + return false; + while(length > 0){ + if(!readChunkHeaderInfo(stream, &header)) + return false; + length -= 12; + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == header.type && p->read){ + p->read(stream, header.length, + object, p->offset, p->size); + goto cont; + } + } + stream->seek(header.length); +cont: + length -= header.length; + } + + // now the always callbacks + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->alwaysCallback) + p->alwaysCallback(object, p->offset, p->size); + } + return true; +} + +void +PluginList::streamWrite(Stream *stream, void *object) +{ + int size = this->streamGetSize(object); + writeChunkHeader(stream, ID_EXTENSION, size); + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->getSize == nil || + (size = p->getSize(object, p->offset, p->size)) <= 0) + continue; + writeChunkHeader(stream, p->id, size); + p->write(stream, size, object, p->offset, p->size); + } +} + +int +PluginList::streamGetSize(void *object) +{ + int32 size = 0; + int32 plgsize; + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->getSize && + (plgsize = p->getSize(object, p->offset, p->size)) > 0) + size += 12 + plgsize; + } + return size; +} + +void +PluginList::streamSkip(Stream *stream) +{ + int32 length; + ChunkHeaderInfo header; + if(!findChunk(stream, ID_EXTENSION, (uint32*)&length, nil)) + return; + while(length > 0){ + if(!readChunkHeaderInfo(stream, &header)) + return; + stream->seek(header.length); + length -= 12 + header.length; + } +} + +void +PluginList::assertRights(void *object, uint32 pluginID, uint32 data) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == pluginID){ + if(p->rightsCallback) + p->rightsCallback(object, + p->offset, p->size, data); + return; + } + } +} + + +int32 +PluginList::registerPlugin(int32 size, uint32 id, + Constructor ctor, Destructor dtor, CopyConstructor copy) +{ + Plugin *p = (Plugin*)rwMalloc(sizeof(Plugin), MEMDUR_GLOBAL); + p->offset = this->size; + this->size += size; + int32 round = sizeof(void*)-1; + this->size = (this->size + round)&~round; + + p->size = size; + p->id = id; + p->constructor = ctor ? ctor : defCtor; + p->destructor = dtor ? dtor : defDtor; + p->copy = copy ? copy : defCopy; + p->read = nil; + p->write = nil; + p->getSize = nil; + p->rightsCallback = nil; + p->alwaysCallback = nil; + p->parentList = this; + this->plugins.append(&p->inParentList); + allPlugins.append(&p->inGlobalList); + return p->offset; +} + +int32 +PluginList::registerStream(uint32 id, + StreamRead read, StreamWrite write, StreamGetSize getSize) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == id){ + p->read = read; + p->write = write; + p->getSize = getSize; + return p->offset; + } + } + return -1; +} + +int32 +PluginList::setStreamRightsCallback(uint32 id, RightsCallback cb) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == id){ + p->rightsCallback = cb; + return p->offset; + } + } + return -1; +} + +int32 +PluginList::setStreamAlwaysCallback(uint32 id, AlwaysCallback cb) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == id){ + p->alwaysCallback = cb; + return p->offset; + } + } + return -1; +} + +int32 +PluginList::getPluginOffset(uint32 id) +{ + FORLIST(lnk, this->plugins){ + Plugin *p = PLG(lnk); + if(p->id == id) + return p->offset; + } + return -1; +} + +} diff --git a/src/png.cpp b/src/png.cpp new file mode 100644 index 0000000..45aa102 --- /dev/null +++ b/src/png.cpp @@ -0,0 +1,151 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#include "lodepng/lodepng.h" + +#define PLUGIN_ID 0 + +namespace rw { + + +Image* +readPNG(const char *filename) +{ + Image *image = nil; + uint32 length; + uint8 *data = getFileContents(filename, &length); + assert(data != nil); + + LodePNGState state; + lodepng_state_init(&state); + uint8 *raw = nil; + uint32 w, h; + + // First try: decode without conversion to see if we understand the format + state.decoder.color_convert = 0; + uint32 error = lodepng_decode(&raw, &w, &h, &state, data, length); + if(error){ + RWERROR((ERR_GENERAL, lodepng_error_text(error))); + return nil; + } + + if(state.info_raw.bitdepth == 4 && state.info_raw.colortype == LCT_PALETTE){ + image = Image::create(w, h, 4); + image->allocate(); + memcpy(image->palette, state.info_raw.palette, state.info_raw.palettesize*4); + expandPal4_BE(image->pixels, image->stride, raw, w/2, w, h); + }else if(state.info_raw.bitdepth == 8){ + switch(state.info_raw.colortype){ + case LCT_PALETTE: + image = Image::create(w, h, state.info_raw.palettesize <= 16 ? 4 : 8); + image->allocate(); + memcpy(image->palette, state.info_raw.palette, state.info_raw.palettesize*4); + memcpy(image->pixels, raw, w*h); + break; + case LCT_RGB: + image = Image::create(w, h, 24); + image->allocate(); + memcpy(image->pixels, raw, w*h*3); + break; + default: + // Second try: just load as 32 bit + free(raw); + lodepng_state_init(&state); + error = lodepng_decode(&raw, &w, &h, &state, data, length); + if(error){ + RWERROR((ERR_GENERAL, lodepng_error_text(error))); + return nil; + } + // fall through + case LCT_RGBA: + image = Image::create(w, h, 32); + image->allocate(); + memcpy(image->pixels, raw, w*h*4); + break; + } + } + + free(raw); // TODO: maybe override lodepng allocator + + return image; +} + +void +writePNG(Image *image, const char *filename) +{ + int32 i; + StreamFile file; + if(!file.open(filename, "wb")){ + RWERROR((ERR_FILE, filename)); + return; + } + + size_t rawsize; + uint8 *raw = nil; + uint8 *pixels; + LodePNGState state; + lodepng_state_init(&state); + + pixels = image->pixels; + switch(image->depth){ + case 4: + state.info_raw.bitdepth = 4; + state.info_raw.colortype = LCT_PALETTE; + state.info_png.color.bitdepth = 4; + state.info_png.color.colortype = LCT_PALETTE; + state.encoder.auto_convert = 0; + for(i = 0; i < (1<depth); i++){ + uint8 *col = &image->palette[i*4]; + lodepng_palette_add(&state.info_png.color, col[0], col[1], col[2], col[3]); + lodepng_palette_add(&state.info_raw, col[0], col[1], col[2], col[3]); + } + pixels = rwNewT(uint8, image->width/2*image->height, ID_IMAGE | MEMDUR_FUNCTION); + compressPal4_BE(pixels, image->width/2, image->pixels, image->width, image->width, image->height); + break; + case 8: + state.info_raw.colortype = LCT_PALETTE; + state.info_png.color.colortype = LCT_PALETTE; + state.encoder.auto_convert = 0; + for(i = 0; i < (1<depth); i++){ + uint8 *col = &image->palette[i*4]; + lodepng_palette_add(&state.info_png.color, col[0], col[1], col[2], col[3]); + lodepng_palette_add(&state.info_raw, col[0], col[1], col[2], col[3]); + } + break; + case 16: + // Don't think we can have 16 bits with PNG + // TODO: don't change original image + image->convertTo32(); + break; + case 24: + state.info_raw.colortype = LCT_RGB; + state.info_png.color.colortype = LCT_RGB; + state.encoder.auto_convert = 0; + break; + case 32: + // already done + break; + } + + uint32 error = lodepng_encode(&raw, &rawsize, pixels, image->width, image->height, &state); + if(error){ + RWERROR((ERR_GENERAL, lodepng_error_text(error))); + return; + } + if(pixels != image->pixels) + rwFree(pixels); + file.write8(raw, rawsize); + file.close(); + free(raw); +} + +} diff --git a/src/prim.cpp b/src/prim.cpp new file mode 100644 index 0000000..eb353d9 --- /dev/null +++ b/src/prim.cpp @@ -0,0 +1,70 @@ +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID 0 + +namespace rw { + + +void +BBox::initialize(V3d *point) +{ + this->inf = *point; + this->sup = *point; +} + +void +BBox::addPoint(V3d *point) +{ + if(point->x < this->inf.x) + this->inf.x = point->x; + if(point->y < this->inf.y) + this->inf.y = point->y; + if(point->z < this->inf.z) + this->inf.z = point->z; + if(point->x > this->sup.x) + this->sup.x = point->x; + if(point->y > this->sup.y) + this->sup.y = point->y; + if(point->z > this->sup.z) + this->sup.z = point->z; +} + +void +BBox::calculate(V3d *points, int32 n) +{ + this->inf = points[0]; + this->sup = points[0]; + while(--n){ + points++; + if(points->x < this->inf.x) + this->inf.x = points->x; + if(points->y < this->inf.y) + this->inf.y = points->y; + if(points->z < this->inf.z) + this->inf.z = points->z; + if(points->x > this->sup.x) + this->sup.x = points->x; + if(points->y > this->sup.y) + this->sup.y = points->y; + if(points->z > this->sup.z) + this->sup.z = points->z; + } +} + +bool +BBox::containsPoint(V3d *point) +{ + return point->x >= this->inf.x && point->x <= this->sup.x && + point->y >= this->inf.y && point->y <= this->sup.y && + point->z >= this->inf.z && point->z <= this->sup.z; +} + +} diff --git a/src/ps2/pds.cpp b/src/ps2/pds.cpp new file mode 100644 index 0000000..afdc6e8 --- /dev/null +++ b/src/ps2/pds.cpp @@ -0,0 +1,203 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "../rwanim.h" +#include "../rwplugins.h" +#include "rwps2.h" +#include "rwps2plg.h" + +namespace rw { +namespace ps2 { + +struct PdsGlobals +{ + Pipeline **pipes; + int32 maxPipes; + int32 numPipes; +}; +static PdsGlobals pdsGlobals; + +Pipeline* +getPDSPipe(uint32 data) +{ + for(int32 i = 0; i < pdsGlobals.numPipes; i++) + if(pdsGlobals.pipes[i]->pluginData == data) + return pdsGlobals.pipes[i]; + return nil; +} + +void +registerPDSPipe(Pipeline *pipe) +{ + if(pdsGlobals.pipes == nil) + pdsGlobals.pipes = rwNewT(Pipeline*, pdsGlobals.maxPipes, MEMDUR_GLOBAL | ID_PDS); + assert(pdsGlobals.numPipes < pdsGlobals.maxPipes); + pdsGlobals.pipes[pdsGlobals.numPipes++] = pipe; +} + +static void +atomicPDSRights(void *object, int32, int32, uint32 data) +{ + Atomic *a = (Atomic*)object; + a->pipeline = (ObjPipeline*)getPDSPipe(data); +// printf("atm pds: %x %x %x\n", data, a->pipeline->pluginID, a->pipeline->pluginData); +} + +static void +materialPDSRights(void *object, int32, int32, uint32 data) +{ + Material *m = (Material*)object; + m->pipeline = (ObjPipeline*)getPDSPipe(data); +// printf("mat pds: %x %x %x\n", data, m->pipeline->pluginID, m->pipeline->pluginData); +} + +static void *pdsOpen(void *object, int32 offset, int32 size) { return object; } +static void* +pdsClose(void *object, int32 offset, int32 size) +{ + // TODO MEMORY: free registered pipelines + rwFree(pdsGlobals.pipes); + return object; +} + +void +registerPDSPlugin(int32 n) +{ + pdsGlobals.maxPipes = n; + pdsGlobals.numPipes = 0; + pdsGlobals.pipes = nil; + Engine::registerPlugin(0, ID_PDS, pdsOpen, pdsClose); + Atomic::registerPlugin(0, ID_PDS, nil, nil, nil); + Atomic::setStreamRightsCallback(ID_PDS, atomicPDSRights); + + Material::registerPlugin(0, ID_PDS, nil, nil, nil); + Material::setStreamRightsCallback(ID_PDS, materialPDSRights); +} + +void +registerPluginPDSPipes(void) +{ + // TODO: how do we destroy them? + + // rwPDS_G3_Skin_GrpMatPipeID + MatPipeline *pipe = MatPipeline::create(); + pipe->pluginID = ID_PDS; + pipe->pluginData = 0x11001; + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + pipe->attribs[AT_NORMAL+1] = &attribWeights; + uint32 vertCount = MatPipeline::getVertCount(VU_Lights-0x100, 5, 3, 2); + pipe->setTriBufferSizes(5, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = genericUninstanceCB; + pipe->preUninstCB = skinPreCB; + pipe->postUninstCB = skinPostCB; + registerPDSPipe(pipe); + + // rwPDS_G3_Skin_GrpAtmPipeID + ObjPipeline *opipe = ObjPipeline::create(); + opipe->pluginID = ID_PDS; + opipe->pluginData = 0x11002; + opipe->groupPipeline = pipe; + registerPDSPipe(opipe); + + // rwPDS_G3_MatfxUV1_GrpMatPipeID + pipe = MatPipeline::create(); + pipe->pluginID = ID_PDS; + pipe->pluginData = 0x1100b; + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + vertCount = MatPipeline::getVertCount(0x3C5, 4, 3, 3); + pipe->setTriBufferSizes(4, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->uninstanceCB = genericUninstanceCB; + registerPDSPipe(pipe); + + // rwPDS_G3_MatfxUV1_GrpAtmPipeID + opipe = ObjPipeline::create(); + opipe->pluginID = ID_PDS; + opipe->pluginData = 0x1100d; + opipe->groupPipeline = pipe; + registerPDSPipe(opipe); + + // rwPDS_G3_MatfxUV2_GrpMatPipeID + pipe = MatPipeline::create(); + pipe->pluginID = ID_PDS; + pipe->pluginData = 0x1100c; + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV2; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + vertCount = MatPipeline::getVertCount(0x3C5, 4, 3, 3); + pipe->setTriBufferSizes(4, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->uninstanceCB = genericUninstanceCB; + registerPDSPipe(pipe); + + // rwPDS_G3_MatfxUV2_GrpAtmPipeID + opipe = ObjPipeline::create(); + opipe->pluginID = ID_PDS; + opipe->pluginData = 0x1100e; + opipe->groupPipeline = pipe; + registerPDSPipe(opipe); + + // RW World plugin + + // rwPDS_G3x_Generic_AtmPipeID + opipe = ObjPipeline::create(); + opipe->pluginID = ID_PDS; + opipe->pluginData = 0x50001; + registerPDSPipe(opipe); + + // rwPDS_G3x_Skin_AtmPipeID + opipe = ObjPipeline::create(); + opipe->pluginID = ID_PDS; + opipe->pluginData = 0x5000b; + registerPDSPipe(opipe); + + // rwPDS_G3xd_A4D_MatPipeID + pipe = MatPipeline::create(); + pipe->pluginID = ID_PDS; + pipe->pluginData = 0x5002f; + pipe->attribs[0] = &attribXYZW; + pipe->attribs[1] = &attribUV; + pipe->attribs[2] = &attribNormal; + vertCount = 0x50; + pipe->setTriBufferSizes(3, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; // 0xF0 + pipe->uninstanceCB = genericUninstanceCB; + pipe->preUninstCB = genericPreCB; + registerPDSPipe(pipe); + + // rwPDS_G3xd_A4DSkin_MatPipeID + pipe = MatPipeline::create(); + pipe->pluginID = ID_PDS; + pipe->pluginData = 0x5003e; + pipe->attribs[0] = &attribXYZW; + pipe->attribs[1] = &attribUV; + pipe->attribs[2] = &attribNormal; + pipe->attribs[3] = &attribWeights; + vertCount = 0x30; + pipe->setTriBufferSizes(4, vertCount); // 0xC0 + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = genericUninstanceCB; + pipe->preUninstCB = genericPreCB; + pipe->postUninstCB = skinPostCB; + registerPDSPipe(pipe); +} + +} +} diff --git a/src/ps2/ps2.cpp b/src/ps2/ps2.cpp new file mode 100644 index 0000000..0f504d6 --- /dev/null +++ b/src/ps2/ps2.cpp @@ -0,0 +1,1583 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "../rwanim.h" +#include "../rwplugins.h" +#include "rwps2.h" +#include "rwps2plg.h" + +#include "rwps2impl.h" + +#define PLUGIN_ID 2 + +namespace rw { +namespace ps2 { + +bool adcHack = false; + +#define ALIGNPTR(p,a) ((uint8*)(((uintptr)(p)+a-1) & ~(uintptr)(a-1))) + +static void* +driverOpen(void *o, int32, int32) +{ + engine->driver[PLATFORM_PS2]->defaultPipeline = makeDefaultPipeline(); + + engine->driver[PLATFORM_PS2]->rasterNativeOffset = nativeRasterOffset; + engine->driver[PLATFORM_PS2]->rasterCreate = rasterCreate; + engine->driver[PLATFORM_PS2]->rasterLock = rasterLock; + engine->driver[PLATFORM_PS2]->rasterUnlock = rasterUnlock; + engine->driver[PLATFORM_PS2]->rasterLockPalette = rasterLockPalette; + engine->driver[PLATFORM_PS2]->rasterUnlockPalette = rasterUnlockPalette; + engine->driver[PLATFORM_PS2]->rasterNumLevels = rasterNumLevels; + engine->driver[PLATFORM_PS2]->imageFindRasterFormat = imageFindRasterFormat; + engine->driver[PLATFORM_PS2]->rasterFromImage = rasterFromImage; + engine->driver[PLATFORM_PS2]->rasterToImage = rasterToImage; + + return o; +} + +static void* +driverClose(void *o, int32, int32) +{ + return o; +} + +void +registerPlatformPlugins(void) +{ + Driver::registerPlugin(PLATFORM_PS2, 0, PLATFORM_PS2, + driverOpen, driverClose); + + registerNativeRaster(); +} + +ObjPipeline *defaultObjPipe; +MatPipeline *defaultMatPipe; + +void* +destroyNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_PS2) + return object; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + for(uint32 i = 0; i < header->numMeshes; i++) + rwFree(header->instanceMeshes[i].dataRaw); + rwFree(header->instanceMeshes); + rwFree(header); + geometry->instData = nil; + return object; +} + +Stream* +readNativeData(Stream *stream, int32, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_PS2){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geometry->instData = header; + header->platform = PLATFORM_PS2; + assert(geometry->meshHeader != nil); + header->numMeshes = geometry->meshHeader->numMeshes; + header->instanceMeshes = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + Mesh *m = geometry->meshHeader->getMeshes(); + for(uint32 i = 0; i < header->numMeshes; i++){ + InstanceData *instance = &header->instanceMeshes[i]; + uint32 buf[2]; + stream->read32(buf, 8); + instance->dataSize = buf[0]; + instance->dataRaw = rwNewT(uint8, instance->dataSize+0x7F, MEMDUR_EVENT | ID_GEOMETRY); + instance->data = ALIGNPTR(instance->dataRaw, 0x80); +#ifdef RW_PS2 + uint32 a = (uint32)instance->data; + assert(a % 0x10 == 0); +#endif + stream->read8(instance->data, instance->dataSize); +#ifdef RW_PS2 + if(!buf[1]) + fixDmaOffsets(instance); +#endif + instance->material = m->material; +// sizedebug(instance); + m++; + } + return stream; +} + +Stream* +writeNativeData(Stream *stream, int32 len, void *object, int32, int32) +{ + ASSERTLITTLE; + Geometry *geometry = (Geometry*)object; + writeChunkHeader(stream, ID_STRUCT, len-12); + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_PS2) + return stream; + stream->writeU32(PLATFORM_PS2); + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + for(uint32 i = 0; i < header->numMeshes; i++){ + InstanceData *instance = &header->instanceMeshes[i]; + uint32 buf[2]; + buf[0] = instance->dataSize; + buf[1] = unfixDmaOffsets(instance); + stream->write32(buf, 8); + stream->write8(instance->data, instance->dataSize); +#ifdef RW_PS2 + if(!buf[1]) + fixDmaOffsets(instance); +#endif + } + return stream; +} + +int32 +getSizeNativeData(void *object, int32, int32) +{ + Geometry *geometry = (Geometry*)object; + int32 size = 16; + if(geometry->instData == nil || + geometry->instData->platform != PLATFORM_PS2) + return 0; + InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; + for(uint32 i = 0; i < header->numMeshes; i++){ + InstanceData *instance = &header->instanceMeshes[i]; + size += 8; + size += instance->dataSize; + } + return size; +} + +void +registerNativeDataPlugin(void) +{ + Geometry::registerPlugin(0, ID_NATIVEDATA, + nil, destroyNativeData, nil); + Geometry::registerPluginStream(ID_NATIVEDATA, + readNativeData, + writeNativeData, + getSizeNativeData); +} + +// Patch DMA ref ADDR fields to point to the actual data. +#ifdef RW_PS2 +void +fixDmaOffsets(InstanceData *inst) +{ + uint32 base = (uint32)inst->data; + uint32 *tag = (uint32*)inst->data; + for(;;){ + switch(tag[0]&0x70000000){ + // DMAcnt + case 0x10000000: + // no need to fix + tag += (1+(tag[0]&0xFFFF))*4; + break; + + // DMAref + case 0x30000000: + // fix address and jump to next + tag[1] = base + tag[1]<<4; + tag += 4; + break; + + // DMAret + case 0x60000000: + // we're done + return; + + default: + fprintf(stderr, "error: unknown DMAtag %X\n", tag[0]); + return; + } + } +} +#endif + +// Patch DMA ref ADDR fields to qword offsets and return whether +// no ref tags were found. +// Only under RW_PS2 are the addresses actually patched but we need +// the return value for streaming out. +bool32 +unfixDmaOffsets(InstanceData *inst) +{ + bool32 norefs = 1; +#ifdef RW_PS2 + uint32 base = (uint32)inst->data; +#endif + uint32 *tag = (uint32*)inst->data; + for(;;){ + switch(tag[0]&0x70000000){ + // DMAcnt + case 0x10000000: + // no need to unfix + tag += (1+(tag[0]&0xFFFF))*4; + break; + + // DMAref + case 0x30000000: + norefs = 0; + // unfix address and jump to next +#ifdef RW_PS2 + tag[1] = (tag[1] - base)>>4; +#endif + tag += 4; + break; + + // DMAret + case 0x60000000: + return norefs; + + default: + fprintf(stderr, "error: unknown DMAtag %X\n", tag[0]); + return norefs; + } + } +} + +// Pipeline + +PipeAttribute attribXYZ = { + "XYZ", + AT_V3_32 +}; + +PipeAttribute attribXYZW = { + "XYZW", + AT_V4_32 +}; + +PipeAttribute attribUV = { + "UV", + AT_V2_32 +}; + +PipeAttribute attribUV2 = { + "UV2", + AT_V4_32 +}; + +PipeAttribute attribRGBA = { + "RGBA", + AT_V4_8 | AT_UNSGN +}; + +PipeAttribute attribNormal = { + "Normal", + AT_V3_8 // RW has V4_8 but uses V3_8, wtf? +}; + +PipeAttribute attribWeights = { + "Weights", + AT_V4_32 | AT_RW +}; + +static uint32 +attribSize(uint32 unpack) +{ + static uint32 size[] = { 32, 16, 8, 16 }; + return ((unpack>>26 & 3)+1)*size[unpack>>24 & 3]/8; +} + +#define QWC(x) (((x)+0xF)>>4) + +static uint32 +getBatchSize(MatPipeline *pipe, uint32 vertCount) +{ + PipeAttribute *a; + if(vertCount == 0) + return 0; + uint32 size = 1; // ITOP &c. at the end + for(uint i = 0; i < nelem(pipe->attribs); i++) + if((a = pipe->attribs[i]) && (a->attrib & AT_RW) == 0){ + size++; // UNPACK &c. + size += QWC(vertCount*attribSize(a->attrib)); + } + return size; +} + +uint32* +instanceXYZ(uint32 *p, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + uint32 *d = (uint32*)g->morphTargets[0].vertices; + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + *p++ = d[j*3+0]; + *p++ = d[j*3+1]; + *p++ = d[j*3+2]; + } + while((uintptr)p % 0x10) + *p++ = 0; + return p; +} + +uint32* +instanceXYZW(uint32 *p, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + uint32 *d = (uint32*)g->morphTargets[0].vertices; + int8 *adcbits = getADCbitsForMesh(g, m); + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + *p++ = d[j*3+0]; + *p++ = d[j*3+1]; + *p++ = d[j*3+2]; + *p++ = adcbits && adcbits[i] ? 0x8000 : 0; + } + // don't need to pad + return p; +} + +uint32* +instanceUV(uint32 *p, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + uint32 *d = (uint32*)g->texCoords[0]; + if((g->flags & Geometry::TEXTURED) || + (g->flags & Geometry::TEXTURED2)) + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + *p++ = d[j*2+0]; + *p++ = d[j*2+1]; + } + else + for(uint32 i = idx; i < idx+n; i++){ + *p++ = 0; + *p++ = 0; + } + while((uintptr)p % 0x10) + *p++ = 0; + return p; +} + +uint32* +instanceUV2(uint32 *p, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + uint32 *d0 = (uint32*)g->texCoords[0]; + uint32 *d1 = (uint32*)g->texCoords[1]; + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + if(g->numTexCoordSets > 0){ + *p++ = d0[j*2+0]; + *p++ = d0[j*2+1]; + }else{ + *p++ = 0; + *p++ = 0; + } + if(g->numTexCoordSets > 1){ + *p++ = d1[j*2+0]; + *p++ = d1[j*2+1]; + }else{ + *p++ = 0; + *p++ = 0; + } + } + while((uintptr)p % 0x10) + *p++ = 0; + return p; +} + +uint32* +instanceRGBA(uint32 *p, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + uint32 *d = (uint32*)g->colors; + if((g->flags & Geometry::PRELIT)) + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + *p++ = d[j]; + } + else + for(uint32 i = idx; i < idx+n; i++) + *p++ = 0xFF000000; + while((uintptr)p % 0x10) + *p++ = 0; + return p; +} + +uint32* +instanceNormal(uint32 *wp, Geometry *g, Mesh *m, uint32 idx, uint32 n) +{ + uint16 j; + V3d *d = g->morphTargets[0].normals; + uint8 *p = (uint8*)wp; + if((g->flags & Geometry::NORMALS)) + for(uint32 i = idx; i < idx+n; i++){ + j = m->indices[i]; + *p++ = d[j].x*127.0f; + *p++ = d[j].y*127.0f; + *p++ = d[j].z*127.0f; + } + else + for(uint32 i = idx; i < idx+n; i++){ + *p++ = 0; + *p++ = 0; + *p++ = 0; + } + while((uintptr)p % 0x10) + *p++ = 0; + return (uint32*)p; +} + +void +MatPipeline::init(void) +{ + this->rw::Pipeline::init(PLATFORM_PS2); + for(int i = 0; i < 10; i++) + this->attribs[i] = nil; + this->instanceCB = nil; + this->uninstanceCB = nil; + this->preUninstCB = nil; + this->postUninstCB = nil; +} + +MatPipeline* +MatPipeline::create(void) +{ + MatPipeline *pipe = rwNewT(MatPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +void +MatPipeline::destroy(void) +{ + rwFree(this); +} + +void +MatPipeline::dump(void) +{ + if(this->platform != PLATFORM_PS2) + return; + PipeAttribute *a; + printf("%x %x\n", this->pluginID, this->pluginData); + for(uint i = 0; i < nelem(this->attribs); i++){ + a = this->attribs[i]; + if(a) + printf("%d %s: %x\n", i, a->name, a->attrib); + } + printf("stride: %x\n", this->inputStride); + printf("vertcount: %x\n", this->vifOffset/this->inputStride); + printf("triSCount: %x\n", this->triStripCount); + printf("triLCount: %x\n", this->triListCount); + printf("vifOffset: %x\n", this->vifOffset); + printf("\n"); +} + +void +MatPipeline::setTriBufferSizes(uint32 inputStride, uint32 bufferSize) +{ + PipeAttribute *a; + + this->inputStride = inputStride; + uint32 numTLtris = bufferSize/3; + this->triListCount = (numTLtris & ~3) * 3; + this->triStripCount = bufferSize & ~3; + for(uint i = 0; i < nelem(this->attribs); i++){ + a = this->attribs[i]; + if(a && a->attrib & AT_RW){ + // broken out attribs have different requirement + // because we have to be able to restart a strip + // at an aligned offset + this->triStripCount = ((bufferSize-2) & ~3)+2; + return; + } + } +} + +// Instance format: +// no broken out clusters +// ====================== +// DMAret [FLUSH; MSKPATH3 || FLUSH; FLUSH] { +// foreach batch { +// foreach cluster { +// MARK/0; STMOD; STCYCL; UNPACK +// unpack-data +// } +// ITOP; MSCALF/MSCNT; // if first/not-first +// 0/FLUSH; 0/MSKPATH3 || 0/FLUSH; 0/FLUSH // if not-last/last +// } +// } +// +// broken out clusters +// =================== +// foreach batch { +// foreach broken out cluster { +// DMAref [STCYCL; UNPACK] -> pointer into unpack-data +// DMAcnt (empty) +// } +// DMAcnt/ret { +// foreach cluster { +// MARK/0; STMOD; STCYCL; UNPACK +// unpack-data +// } +// ITOP; MSCALF/MSCNT; // if first/not-first +// 0/FLUSH; 0/MSKPATH3 || 0/FLUSH; 0/FLUSH // if not-last/last +// } +// } +// unpack-data for broken out clusters + +uint32 markcnt = 0; + +enum { + DMAcnt = 0x10000000, + DMAref = 0x30000000, + DMAret = 0x60000000, + + VIF_NOP = 0, + VIF_STCYCL = 0x01000000, + VIF_STCYCL1 = 0x01000100, // WL = 1 + VIF_OFFSET = 0x02000000, + VIF_BASE = 0x03000000, + VIF_ITOP = 0x04000000, + VIF_STMOD = 0x05000000, + VIF_MSKPATH3 = 0x06000000, + VIF_MARK = 0x07000000, + VIF_FLUSHE = 0x10000000, + VIF_FLUSH = 0x11000000, + VIF_FLUSHA = 0x13000000, + VIF_MSCAL = 0x14000000, + VIF_MSCALF = 0x15000000, + VIF_MSCNT = 0x17000000, + VIF_STMASK = 0x20000000, + VIF_STROW = 0x30000000, + VIF_STCOL = 0x31000000, + VIF_MPG = 0x4A000000, + VIF_DIRECT = 0x50000000, + VIF_DIRECTHL = 0x51000000, + VIF_UNPACK = 0x60000000 // no mode encoded +}; + +struct InstMeshInfo +{ + uint32 numAttribs, numBrokenAttribs; + uint32 batchVertCount, lastBatchVertCount; + uint32 numBatches; + uint32 batchSize, lastBatchSize; + uint32 size; // size of DMA chain without broken out data + uint32 size2; // size of broken out data + uint32 vertexSize; + uint32 attribPos[10]; +}; + +InstMeshInfo +getInstMeshInfo(MatPipeline *pipe, Geometry *g, Mesh *m) +{ + PipeAttribute *a; + InstMeshInfo im; + im.numAttribs = 0; + im.numBrokenAttribs = 0; + im.vertexSize = 0; + for(uint i = 0; i < nelem(pipe->attribs); i++) + if((a = pipe->attribs[i])) { + if(a->attrib & AT_RW) + im.numBrokenAttribs++; + else{ + im.vertexSize += attribSize(a->attrib); + im.numAttribs++; + } + } + if(g->meshHeader->flags == MeshHeader::TRISTRIP){ + im.numBatches = (m->numIndices-2) / (pipe->triStripCount-2); + im.batchVertCount = pipe->triStripCount; + im.lastBatchVertCount = (m->numIndices-2) % (pipe->triStripCount-2); + if(im.lastBatchVertCount){ + im.numBatches++; + im.lastBatchVertCount += 2; + } + }else{ // TRILIST; nothing else supported yet + im.numBatches = (m->numIndices+pipe->triListCount-1) / + pipe->triListCount; + im.batchVertCount = pipe->triListCount; + im.lastBatchVertCount = m->numIndices % pipe->triListCount; + } + if(im.lastBatchVertCount == 0) + im.lastBatchVertCount = im.batchVertCount; + + im.batchSize = getBatchSize(pipe, im.batchVertCount); + im.lastBatchSize = getBatchSize(pipe, im.lastBatchVertCount); + if(im.numBrokenAttribs == 0) + im.size = 1 + im.batchSize*(im.numBatches-1) + im.lastBatchSize; + else + im.size = 2*im.numBrokenAttribs*im.numBatches + + (1+im.batchSize)*(im.numBatches-1) + 1+im.lastBatchSize; + + /* figure out size and addresses of broken out sections */ + im.size2 = 0; + for(uint i = 0; i < nelem(im.attribPos); i++) + if((a = pipe->attribs[i]) && a->attrib & AT_RW){ + im.attribPos[i] = im.size2 + im.size; + im.size2 += QWC(m->numIndices*attribSize(a->attrib)); + } + + return im; +} + +void +MatPipeline::instance(Geometry *g, InstanceData *inst, Mesh *m) +{ + PipeAttribute *a; + InstMeshInfo im = getInstMeshInfo(this, g, m); + + inst->dataSize = (im.size+im.size2)<<4; + // TODO: do this properly, just a test right now + inst->dataSize += 0x7F; + inst->dataRaw = rwNewT(uint8, inst->dataSize, MEMDUR_EVENT | ID_GEOMETRY); + inst->data = ALIGNPTR(inst->dataRaw, 0x80); + + /* make array of addresses of broken out sections */ + uint8 *datap[nelem(this->attribs)]; + uint8 **dp = datap; + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i]) && a->attrib & AT_RW) + dp[i] = inst->data + im.attribPos[i]*0x10; + + // TODO: not sure if this is correct + uint32 msk_flush = rw::version >= 0x35000 ? VIF_FLUSH : VIF_MSKPATH3; + + uint32 idx = 0; + uint32 *p = (uint32*)inst->data; + if(im.numBrokenAttribs == 0){ + *p++ = DMAret | im.size-1; + *p++ = 0; + *p++ = VIF_FLUSH; + *p++ = msk_flush; + } + for(uint32 j = 0; j < im.numBatches; j++){ + uint32 nverts, bsize; + if(j < im.numBatches-1){ + bsize = im.batchSize; + nverts = im.batchVertCount; + }else{ + bsize = im.lastBatchSize; + nverts = im.lastBatchVertCount; + } + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i]) && a->attrib & AT_RW){ + uint32 atsz = attribSize(a->attrib); + *p++ = DMAref | QWC(nverts*atsz); + *p++ = im.attribPos[i]; + *p++ = VIF_STCYCL1 | this->inputStride; + // Round up nverts so UNPACK will fit exactly into the DMA packet + // (can't pad with zeroes in broken out sections). + int num = (QWC(nverts*atsz)<<4)/atsz; + *p++ = (a->attrib&0xFF004000) + | 0x8000 | num << 16 | i; // UNPACK + // This probably shouldn't happen. + if(num*this->inputStride > this->vifOffset) + fprintf(stderr, "WARNING: PS2 instance data over vifOffset %08X, %X-> %X %X\n", + p[-1], num, + num*this->inputStride, this->vifOffset); + + *p++ = DMAcnt; + *p++ = 0x0; + *p++ = VIF_NOP; + *p++ = VIF_NOP; + + im.attribPos[i] += g->meshHeader->flags == 1 ? + QWC((im.batchVertCount-2)*atsz) : + QWC(im.batchVertCount*atsz); + } + if(im.numBrokenAttribs){ + *p++ = (j < im.numBatches-1 ? DMAcnt : DMAret) | bsize; + *p++ = 0x0; + *p++ = VIF_NOP; + *p++ = VIF_NOP; + } + + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i]) && (a->attrib & AT_RW) == 0){ + uint32 mask; + if(adcHack && a == &attribXYZ){ + *p++ = VIF_STMASK; + *p++ = 1 << 6; // write w field with VIF1_R3 + mask = 0x10000000; + }else{ + if(rw::version >= 0x35000) + *p++ = VIF_NOP; + else + *p++ = VIF_MARK | markcnt++; + *p++ = VIF_STMOD; + mask = 0x00000000; + } + *p++ = VIF_STCYCL1 | this->inputStride; + *p++ = (a->attrib&0xFF004000) | mask + | 0x8000 | nverts << 16 | i; // UNPACK + + if(a == &attribXYZ) + p = instanceXYZ(p, g, m, idx, nverts); + else if(a == &attribXYZW) + p = instanceXYZW(p, g, m, idx, nverts); + else if(a == &attribUV) + p = instanceUV(p, g, m, idx, nverts); + else if(a == &attribUV2) + p = instanceUV2(p, g, m, idx, nverts); + else if(a == &attribRGBA) + p = instanceRGBA(p, g, m, idx, nverts); + else if(a == &attribNormal) + p = instanceNormal(p, g, m, idx, nverts); + } + idx += g->meshHeader->flags == 1 + ? im.batchVertCount-2 : im.batchVertCount; + + *p++ = VIF_ITOP | nverts; + *p++ = j == 0 ? VIF_MSCALF : VIF_MSCNT; + if(j < im.numBatches-1){ + *p++ = VIF_NOP; + *p++ = VIF_NOP; + }else{ + *p++ = VIF_FLUSH; + *p++ = msk_flush; + } + } + + if(this->instanceCB) + this->instanceCB(this, g, m, datap); +#ifdef RW_PS2 + if(im.numBrokenAttribs) + fixDmaOffsets(inst); +#endif +} + +uint8* +MatPipeline::collectData(Geometry *g, InstanceData *inst, Mesh *m, uint8 *data[]) +{ + PipeAttribute *a; + InstMeshInfo im = getInstMeshInfo(this, g, m); + + uint8 *raw = rwNewT(uint8, im.vertexSize*m->numIndices, MEMDUR_EVENT | ID_GEOMETRY); + uint8 *dp = raw; + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i])) { + if(a->attrib & AT_RW){ + data[i] = inst->data + im.attribPos[i]*0x10; + }else{ + data[i] = dp; + dp += m->numIndices*attribSize(a->attrib); + } + } + + uint8 *datap[nelem(this->attribs)]; + memcpy(datap, data, sizeof(datap)); + + uint32 overlap = g->meshHeader->flags == 1 ? 2 : 0; + uint32 *p = (uint32*)inst->data; + if(im.numBrokenAttribs == 0) + p += 4; + for(uint32 j = 0; j < im.numBatches; j++){ + uint32 nverts = j < im.numBatches-1 ? im.batchVertCount : + im.lastBatchVertCount; + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i]) && a->attrib & AT_RW) + p += 8; + if(im.numBrokenAttribs) + p += 4; + for(uint i = 0; i < nelem(this->attribs); i++) + if((a = this->attribs[i]) && (a->attrib & AT_RW) == 0){ + uint32 asz = attribSize(a->attrib); + p += 4; + if((p[-1] & 0xff004000) != a->attrib){ + fprintf(stderr, "unexpected unpack: %08x %08x\n", p[-1], a->attrib); + assert(0 && "unexpected unpack\n"); + } + memcpy(datap[i], p, asz*nverts); + datap[i] += asz*(nverts-overlap); + p += QWC(asz*nverts)*4; + } + p += 4; + } + return raw; +} + +static void +objInstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + // TODO: allow for REINSTANCE + if(geo->instData) + return; + InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY); + geo->instData = header; + header->platform = PLATFORM_PS2; + assert(geo->meshHeader != nil); + header->numMeshes = geo->meshHeader->numMeshes; + header->instanceMeshes = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY); + for(uint32 i = 0; i < header->numMeshes; i++){ + Mesh *mesh = &geo->meshHeader->getMeshes()[i]; + InstanceData *instance = &header->instanceMeshes[i]; + + MatPipeline *m; + m = pipe->groupPipeline ? + pipe->groupPipeline : + (MatPipeline*)mesh->material->pipeline; + if(m == nil) + m = defaultMatPipe; + m->instance(geo, instance, mesh); + instance->material = mesh->material; + } +} + +/* +static void +printVertCounts(InstanceData *inst, int flag) +{ + uint32 *d = (uint32*)inst->data; + uint32 id = 0; + if(inst->material->pipeline) + id = inst->material->pipeline->pluginData; + int stride; + if(inst->arePointersFixed){ + d += 4; + while(d[3]&0x60000000){ // skip UNPACKs + stride = d[2]&0xFF; + d += 4 + 4*QWC(attribSize(d[3])*((d[3]>>16)&0xFF)); + } + if(d[2] == 0) + printf("ITOP %x %d (%d) %x\n", *d, stride, flag, id); + }else{ + while((*d&0x70000000) == 0x30000000){ + stride = d[2]&0xFF; + printf("UNPACK %x %d (%d) %x\n", d[3], stride, flag, id); + d += 8; + } + if((*d&0x70000000) == 0x10000000){ + d += (*d&0xFFFF)*4; + printf("ITOP %x %d (%d) %x\n", *d, stride, flag, id); + } + } +} +*/ + +static void +objUninstance(rw::ObjPipeline *rwpipe, Atomic *atomic) +{ + ObjPipeline *pipe = (ObjPipeline*)rwpipe; + Geometry *geo = atomic->geometry; + if((geo->flags & Geometry::NATIVE) == 0) + return; + assert(geo->instData != nil); + assert(geo->instData->platform == PLATFORM_PS2); + InstanceDataHeader *header = (InstanceDataHeader*)geo->instData; + // highest possible number of vertices + geo->numVertices = geo->meshHeader->totalIndices; + geo->numTriangles = geo->meshHeader->guessNumTriangles(); + geo->allocateData(); + geo->allocateMeshes(geo->meshHeader->numMeshes, geo->meshHeader->totalIndices, 0); + uint32 *flags = rwNewT(uint32, geo->numVertices, + MEMDUR_FUNCTION | ID_GEOMETRY); + memset(flags, 0, 4*geo->numVertices); + memset(geo->meshHeader->getMeshes()->indices, 0, 2*geo->meshHeader->totalIndices); + for(uint32 i = 0; i < header->numMeshes; i++){ + Mesh *mesh = &geo->meshHeader->getMeshes()[i]; + MatPipeline *m; + m = pipe->groupPipeline ? + pipe->groupPipeline : + (MatPipeline*)mesh->material->pipeline; + if(m == nil) m = defaultMatPipe; + if(m->preUninstCB) m->preUninstCB(m, geo); + } + geo->numVertices = 0; + for(uint32 i = 0; i < header->numMeshes; i++){ + Mesh *mesh = &geo->meshHeader->getMeshes()[i]; + InstanceData *instance = &header->instanceMeshes[i]; + MatPipeline *m; + m = pipe->groupPipeline ? + pipe->groupPipeline : + (MatPipeline*)mesh->material->pipeline; + if(m == nil) m = defaultMatPipe; + + //printDMAVIF(instance); + uint8 *data[nelem(m->attribs)] = { nil }; + uint8 *raw = m->collectData(geo, instance, mesh, data); + assert(m->uninstanceCB); + m->uninstanceCB(m, geo, flags, mesh, data); + rwFree(raw); + } + for(uint32 i = 0; i < header->numMeshes; i++){ + Mesh *mesh = &geo->meshHeader->getMeshes()[i]; + MatPipeline *m; + m = pipe->groupPipeline ? + pipe->groupPipeline : + (MatPipeline*)mesh->material->pipeline; + if(m == nil) m = defaultMatPipe; + if(m->postUninstCB) m->postUninstCB(m, geo); + } + + int8 *bits = getADCbits(geo); + geo->generateTriangles(bits); + rwFree(flags); + geo->flags &= ~Geometry::NATIVE; + destroyNativeData(geo, 0, 0); +/* + for(uint32 i = 0; i < header->numMeshes; i++){ + Mesh *mesh = &geo->meshHeader->mesh[i]; + InstanceData *instance = &header->instanceMeshes[i]; +// printf("numIndices: %d\n", mesh->numIndices); +// printDMA(instance); + printVertCounts(instance, geo->meshHeader->flags); + } +*/ +} + +void +ObjPipeline::init(void) +{ + this->rw::ObjPipeline::init(PLATFORM_PS2); + this->groupPipeline = nil; + this->impl.instance = objInstance; + this->impl.uninstance = objUninstance; +} + +ObjPipeline* +ObjPipeline::create(void) +{ + ObjPipeline *pipe = rwNewT(ObjPipeline, 1, MEMDUR_GLOBAL); + pipe->init(); + return pipe; +} + +void +insertVertex(Geometry *geo, int32 i, uint32 mask, Vertex *v) +{ + if(mask & 0x1) + geo->morphTargets[0].vertices[i] = v->p; + if(mask & 0x10) + geo->morphTargets[0].normals[i] = v->n; + if(mask & 0x100) + geo->colors[i] = v->c; + if(mask & 0x1000) + geo->texCoords[0][i] = v->t; + if(mask & 0x2000) + geo->texCoords[1][i] = v->t1; +} + +void +genericPreCB(MatPipeline *pipe, Geometry *geo) +{ + PipeAttribute *a; + for(int32 i = 0; i < (int)nelem(pipe->attribs); i++) + if((a = pipe->attribs[i])) + if(a == &attribXYZW){ + allocateADC(geo); + break; + } + skinPreCB(pipe, geo); +} + +void +genericUninstanceCB(MatPipeline *pipe, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]) +{ + float32 *xyz = nil, *xyzw = nil; + float32 *uv = nil, *uv2 = nil; + uint8 *rgba = nil; + int8 *normals = nil; + uint32 *weights = nil; + int8 *adc = nil; + Skin *skin = nil; + if(skinGlobals.geoOffset) + skin = Skin::get(geo); + + PipeAttribute *a; + for(int32 i = 0; i < (int)nelem(pipe->attribs); i++) + if((a = pipe->attribs[i])){ + if(a == &attribXYZ) xyz = (float32*)data[i]; + else if(a == &attribXYZW) xyzw = (float32*)data[i]; + else if(a == &attribUV) uv = (float32*)data[i]; + else if(a == &attribUV2) uv2 = (float32*)data[i]; + else if(a == &attribRGBA) rgba = data[i]; + else if(a == &attribNormal) normals = (int8*)data[i]; + else if(a == &attribWeights) weights = (uint32*)data[i]; + } + + uint32 mask = 0x1; // vertices + if(normals && geo->flags & Geometry::NORMALS) + mask |= 0x10; + if(rgba && geo->flags & Geometry::PRELIT) + mask |= 0x100; + if((uv || uv2) && geo->numTexCoordSets > 0) + mask |= 0x1000; + if(uv2 && geo->numTexCoordSets > 1) + mask |= 0x2000; + if(weights && skin) + mask |= 0x10000; + if(xyzw) + adc = getADCbitsForMesh(geo, mesh); + + Vertex v; + for(uint32 i = 0; i < mesh->numIndices; i++){ + if(mask & 0x1) + memcpy(&v.p, xyz ? xyz : xyzw, 12); + if(mask & 0x10){ + // TODO: figure out scaling :/ + v.n.x = normals[0]/128.0f; + v.n.y = normals[1]/128.0f; + v.n.z = normals[2]/128.0f; + } + if(mask & 0x100) + memcpy(&v.c, rgba, 4); + if(mask & 0x1000) + memcpy(&v.t, uv ? uv : uv2, 8); + if(mask & 0x2000) + memcpy(&v.t1, uv2 + 2, 8); + if(mask & 0x10000) + for(int j = 0; j < 4; j++){ + ((uint32*)v.w)[j] = weights[j] & ~0x3FF; + v.i[j] = (weights[j] & 0x3FF) >> 2; + if(v.i[j]) v.i[j]--; + if(v.w[j] == 0.0f) v.i[j] = 0; + } + int32 idx = findVertexSkin(geo, flags, mask, &v); + if(idx < 0) + idx = geo->numVertices++; + mesh->indices[i] = idx; + if(adc) + adc[i] = xyzw[3] != 0.0f; + flags[idx] = mask; + insertVertexSkin(geo, idx, mask, &v); + if(xyz) xyz += 3; + if(xyzw) xyzw += 4; + if(uv) uv += 2; + if(uv2) uv2 += 4; + rgba += 4; + normals += 3; + weights += 4; + } +} + +/* +void +defaultUninstanceCB(MatPipeline *pipe, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]) +{ + float32 *verts = (float32*)data[AT_XYZ]; + float32 *texcoords = (float32*)data[AT_UV]; + uint8 *colors = (uint8*)data[AT_RGBA]; + int8 *norms = (int8*)data[AT_NORMAL]; + uint32 mask = 0x1; // vertices + if(geo->flags & Geometry::NORMALS) + mask |= 0x10; + if(geo->flags & Geometry::PRELIT) + mask |= 0x100; + for(int32 i = 0; i < geo->numTexCoordSets; i++) + mask |= 0x1000 << i; + int numUV = pipe->attribs[AT_UV] == &attribUV2 ? 2 : 1; + + Vertex v; + for(uint32 i = 0; i < mesh->numIndices; i++){ + if(mask & 0x1) + memcpy(&v.p, verts, 12); + if(mask & 0x10){ + v.n[0] = norms[0]/127.0f; + v.n[1] = norms[1]/127.0f; + v.n[2] = norms[2]/127.0f; + } + if(mask & 0x100){ + memcpy(&v.c, colors, 4); + //v.c[3] = 0xFF; + } + if(mask & 0x1000) + memcpy(&v.t, texcoords, 8); + if(mask & 0x2000) + memcpy(&v.t1, texcoords+2, 8); + + int32 idx = findVertex(geo, flags, mask, &v); + if(idx < 0) + idx = geo->numVertices++; + mesh->indices[i] = idx; + flags[idx] = mask; + insertVertex(geo, idx, mask, &v); + verts += 3; + texcoords += 2*numUV; + colors += 4; + norms += 3; + } +} +*/ + +#undef QWC + +ObjPipeline* +makeDefaultPipeline(void) +{ + if(defaultMatPipe == nil){ + MatPipeline *pipe = MatPipeline::create(); + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + uint32 vertCount = MatPipeline::getVertCount(VU_Lights,4,3,2); + pipe->setTriBufferSizes(4, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->uninstanceCB = genericUninstanceCB; + defaultMatPipe = pipe; + } + + if(defaultObjPipe == nil){ + ObjPipeline *opipe = ObjPipeline::create(); + defaultObjPipe = opipe; + } + return defaultObjPipe; +} + +// ADC + +int32 adcOffset; + +int8* +getADCbits(Geometry *geo) +{ + int8 *bits = nil; + if(adcOffset){ + ADCData *adc = PLUGINOFFSET(ADCData, geo, adcOffset); + if(adc->adcFormatted) + bits = adc->adcBits; + } + return bits; +} + +int8* +getADCbitsForMesh(Geometry *geo, Mesh *mesh) +{ + int8 *bits = getADCbits(geo); + if(bits == nil) + return nil; + int32 n = mesh - geo->meshHeader->getMeshes(); + for(int32 i = 0; i < n; i++) + bits += geo->meshHeader->getMeshes()[i].numIndices; + return bits; +} + +// TODO +void +convertADC(Geometry*) +{ +} + +// Not optimal but works +void +unconvertADC(Geometry *g) +{ + ADCData *adc = PLUGINOFFSET(ADCData, g, adcOffset); + if(!adc->adcFormatted) + return; + int8 *b = adc->adcBits; + + MeshHeader *oldmh = g->meshHeader; + g->meshHeader = nil; + // Don't allocate indices for now + MeshHeader *newmh = g->allocateMeshes(oldmh->numMeshes, 0, 1); + newmh->flags = oldmh->flags; // should be tristrip + Mesh *oldm = oldmh->getMeshes(); + Mesh *newm = newmh->getMeshes(); + for(int32 i = 0; i < newmh->numMeshes; i++){ + newm->material = oldm->material; + newm->numIndices = oldm->numIndices; + for(uint32 j = 0; j < oldm->numIndices; j++) + if(*b++) + newm->numIndices += 2; + newmh->totalIndices += newm->numIndices; + newm++; + oldm++; + } + // Now re-allocate with indices + newmh = g->allocateMeshes(newmh->numMeshes, newmh->totalIndices, 0); + b = adc->adcBits; + oldm = oldmh->getMeshes(); + newm = newmh->getMeshes(); + for(int32 i = 0; i < newmh->numMeshes; i++){ + int32 n = 0; + for(uint32 j = 0; j < oldm->numIndices; j++){ + if(*b++){ + newm->indices[n++] = oldm->indices[j-1]; + newm->indices[n++] = oldm->indices[j-1]; + } + newm->indices[n++] = oldm->indices[j]; + } + newm++; + oldm++; + } + rwFree(oldmh); + adc->adcFormatted = 0; + rwFree(adc->adcBits); + adc->adcBits = nil; + adc->numBits = 0; +} + +void +allocateADC(Geometry *geo) +{ + ADCData *adc = PLUGINOFFSET(ADCData, geo, adcOffset); + adc->adcFormatted = 1; + adc->numBits = geo->meshHeader->totalIndices; + int32 size = adc->numBits+3 & ~3; + adc->adcBits = rwNewT(int8, size, MEMDUR_EVENT | ID_ADC); + memset(adc->adcBits, 0, size); +} + +static void* +createADC(void *object, int32 offset, int32) +{ + ADCData *adc = PLUGINOFFSET(ADCData, object, offset); + adc->adcFormatted = 0; + return object; +} + +static void* +copyADC(void *dst, void *src, int32 offset, int32) +{ + ADCData *dstadc = PLUGINOFFSET(ADCData, dst, offset); + ADCData *srcadc = PLUGINOFFSET(ADCData, src, offset); + dstadc->adcFormatted = srcadc->adcFormatted; + if(!dstadc->adcFormatted) + return dst; + dstadc->numBits = srcadc->numBits; + int32 size = dstadc->numBits+3 & ~3; + dstadc->adcBits = rwNewT(int8, size, MEMDUR_EVENT | ID_ADC); + memcpy(dstadc->adcBits, srcadc->adcBits, size); + return dst; +} + +static void* +destroyADC(void *object, int32 offset, int32) +{ + ADCData *adc = PLUGINOFFSET(ADCData, object, offset); + if(adc->adcFormatted) + rwFree(adc->adcBits); + return object; +} + +static Stream* +readADC(Stream *stream, int32, void *object, int32 offset, int32) +{ + ADCData *adc = PLUGINOFFSET(ADCData, object, offset); + if(!findChunk(stream, ID_ADC, nil, nil)){ + RWERROR((ERR_CHUNK, "ADC")); + return nil; + } + adc->numBits = stream->readI32(); + adc->adcFormatted = 1; + if(adc->numBits == 0){ + adc->adcBits = nil; + adc->numBits = 0; + return stream; + } + int32 size = adc->numBits+3 & ~3; + adc->adcBits = rwNewT(int8, size, MEMDUR_EVENT | ID_ADC); + stream->read8(adc->adcBits, size); + return stream; +} + +static Stream* +writeADC(Stream *stream, int32 len, void *object, int32 offset, int32) +{ + ADCData *adc = PLUGINOFFSET(ADCData, object, offset); + Geometry *geometry = (Geometry*)object; + writeChunkHeader(stream, ID_ADC, len-12); + if(geometry->flags & Geometry::NATIVE){ + stream->writeI32(0); + return stream; + } + stream->writeI32(adc->numBits); + int32 size = adc->numBits+3 & ~3; + stream->write8(adc->adcBits, size); + return stream; +} + +static int32 +getSizeADC(void *object, int32 offset, int32) +{ + Geometry *geometry = (Geometry*)object; + ADCData *adc = PLUGINOFFSET(ADCData, object, offset); + if(!adc->adcFormatted) + return 0; + if(geometry->flags & Geometry::NATIVE) + return 16; + return 16 + (adc->numBits+3 & ~3); +} + +void +registerADCPlugin(void) +{ + adcOffset = Geometry::registerPlugin(sizeof(ADCData), ID_ADC, + createADC, destroyADC, copyADC); + Geometry::registerPluginStream(ID_ADC, + readADC, + writeADC, + getSizeADC); +} + +// misc stuff + +static uint32 +unpackSize(uint32 unpack) +{ + static uint32 size[] = { 32, 16, 8, 4 }; + return ((unpack>>26 & 3)+1)*size[unpack>>24 & 3]/8; +} + +/* A little dumb VIF interpreter */ +static void +sendVIF(uint32 w) +{ + enum VIFstate { + VST_cmd, + VST_stmask, + VST_strow, + VST_stcol, + VST_mpg, + VST_direct, + VST_unpack + }; +// static uint32 buf[256 * 16]; // maximum unpack size + static VIFstate state = VST_cmd; + static uint32 n; + static uint32 code; + uint32 imm, num; + + imm = w & 0xFFFF; + num = (w>>16) & 0xFF; + switch(state){ + case VST_cmd: + code = w; + if((code & 0x60000000) == VIF_UNPACK){ + printf("\t%08X VIF_UNPACK\n", code); + printf("\t...skipping...\n"); + state = VST_unpack; + n = (unpackSize(code)*num + 3) >> 2; + }else switch(code & 0x7F000000){ + case VIF_NOP: + printf("\t%08X VIF_NOP\n", code); + break; + case VIF_STCYCL: + printf("\t%08X VIF_STCYCL\n", code); + break; + case VIF_OFFSET: + printf("\t%08X VIF_OFFSET\n", code); + break; + case VIF_BASE: + printf("\t%08X VIF_BASE\n", code); + break; + case VIF_ITOP: + printf("\t%08X VIF_ITOP\n", code); + break; + case VIF_STMOD: + printf("\t%08X VIF_STMOD\n", code); + break; + case VIF_MSKPATH3: + printf("\t%08X VIF_MSKPATH3\n", code); + break; + case VIF_MARK: + printf("\t%08X VIF_MARK\n", code); + break; + case VIF_FLUSHE: + printf("\t%08X VIF_FLUSHE\n", code); + break; + case VIF_FLUSH: + printf("\t%08X VIF_FLUSH\n", code); + break; + case VIF_FLUSHA: + printf("\t%08X VIF_FLUSHA\n", code); + break; + case VIF_MSCAL: + printf("\t%08X VIF_MSCAL\n", code); + break; + case VIF_MSCALF: + printf("\t%08X VIF_MSCALF\n", code); + break; + case VIF_MSCNT: + printf("\t%08X VIF_MSCNT\n", code); + break; + case VIF_STMASK: + printf("\t%08X VIF_STMASK\n", code); + printf("\t...skipping...\n"); + state = VST_stmask; + n = 1; + break; + case VIF_STROW: + printf("\t%08X VIF_STROW\n", code); + printf("\t...skipping...\n"); + state = VST_strow; + n = 4; + break; + case VIF_STCOL: + printf("\t%08X VIF_STCOL\n", code); + printf("\t...skipping...\n"); + state = VST_stcol; + n = 4; + break; + case VIF_MPG: + printf("\t%08X VIF_MPG\n", code); + state = VST_mpg; + n = num*2; + break; + case VIF_DIRECT: + printf("\t%08X VIF_DIRECT\n", code); + printf("\t...skipping...\n"); + state = VST_direct; + n = imm*4; + break; + case VIF_DIRECTHL: + printf("\t%08X VIF_DIRECTHL\n", code); + printf("\t...skipping...\n"); + state = VST_direct; + n = imm*4; + break; + default: + printf("\tUnknown VIFcode %08X\n", code); + } + break; + /* TODO: actually do something here */ + case VST_stmask: + n--; + break; + case VST_strow: + n--; + break; + case VST_stcol: + n--; + break; + case VST_mpg: + n--; + break; + case VST_direct: + n--; + break; + case VST_unpack: + n--; + break; + } + if(n == 0) + state = VST_cmd; +} + +static void +dmaVIF(int32 qwc, uint32 *data) +{ + qwc *= 4; + while(qwc--) + sendVIF(*data++); +} + +void +printDMAVIF(InstanceData *inst) +{ + uint32 *tag = (uint32*)inst->data; + uint32 *base = (uint32*)inst->data; + uint32 qwc; + + for(;;){ + qwc = tag[0]&0xFFFF; + switch(tag[0]&0x70000000){ + case DMAcnt: + printf("DMAcnt %04x %08x\n", qwc, tag[1]); + sendVIF(tag[2]); + sendVIF(tag[3]); + dmaVIF(qwc, tag+4); + tag += (1+qwc)*4; + break; + + case DMAref: + printf("DMAref %04x %08x\n", qwc, tag[1]); + sendVIF(tag[2]); + sendVIF(tag[3]); + dmaVIF(qwc, base + tag[1]*4); + tag += 4; + break; + + case DMAret: + printf("DMAret %04x %08x\n", qwc, tag[1]); + sendVIF(tag[2]); + sendVIF(tag[3]); + dmaVIF(qwc, tag+4); + printf("\n"); + return; + } + } +} + +void +printDMA(InstanceData *inst) +{ + uint32 *tag = (uint32*)inst->data; + uint32 qwc; + for(;;){ + qwc = tag[0]&0xFFFF; + switch(tag[0]&0x70000000){ + case DMAcnt: + printf("CNT %04x %08x\n", qwc, tag[1]); + tag += (1+qwc)*4; + break; + + case DMAref: + printf("REF %04x %08x\n", qwc, tag[1]); + tag += 4; + break; + + case DMAret: + printf("RET %04x %08x\n\n", qwc, tag[1]); + return; + } + } +} + +/* +void +sizedebug(InstanceData *inst) +{ + if(inst->arePointersFixed == 2) + return; + uint32 *base = (uint32*)inst->data; + uint32 *tag = (uint32*)inst->data; + uint32 *last = nil; + for(;;){ + switch(tag[0]&0x70000000){ + case DMAcnt: + tag += (1+(tag[0]&0xFFFF))*4; + break; + + case DMAref: + last = base + tag[1]*4 + (tag[0]&0xFFFF)*4; + tag += 4; + break; + + case DMAret: + tag += (1+(tag[0]&0xFFFF))*4; + uint32 diff; + if(!last) + diff = (uint8*)tag - (uint8*)base; + else + diff = (uint8*)last - (uint8*)base; + printf("%x %x %x\n", inst->dataSize-diff, diff, inst->dataSize); + return; + + default: + printf("unkown DMAtag: %X %X\n", tag[0], tag[1]); + break; + } + } +} +*/ + +} +} diff --git a/src/ps2/ps2device.cpp b/src/ps2/ps2device.cpp new file mode 100644 index 0000000..98f9914 --- /dev/null +++ b/src/ps2/ps2device.cpp @@ -0,0 +1,49 @@ +#ifdef RW_PS2 + +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "../rwanim.h" +#include "../rwplugins.h" +#include "rwps2.h" +#include "rwps2plg.h" + +#include "rwps2impl.h" + +#define PLUGIN_ID 2 + +namespace rw { +namespace ps2 { + +Device renderdevice = { + 16777215.0f, 0.0f, + null::beginUpdate, + null::endUpdate, + null::clearCamera, + null::showRaster, + null::rasterRenderFast, + null::setRenderState, + null::getRenderState, + null::im2DRenderLine, + null::im2DRenderTriangle, + null::im2DRenderPrimitive, + null::im2DRenderIndexedPrimitive, + null::im3DTransform, + null::im3DRenderPrimitive, + null::im3DRenderIndexedPrimitive, + null::im3DEnd, + null::deviceSystem +}; + +} +} + +#endif diff --git a/src/ps2/ps2matfx.cpp b/src/ps2/ps2matfx.cpp new file mode 100644 index 0000000..6972a05 --- /dev/null +++ b/src/ps2/ps2matfx.cpp @@ -0,0 +1,68 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwps2.h" +#include "rwps2plg.h" + +#define PLUGIN_ID ID_MATFX + +namespace rw { +namespace ps2 { + +static void* +matfxOpen(void *o, int32, int32) +{ + matFXGlobals.pipelines[PLATFORM_PS2] = makeMatFXPipeline(); + return o; +} + +static void* +matfxClose(void *o, int32, int32) +{ + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_PS2])->groupPipeline->destroy(); + ((ObjPipeline*)matFXGlobals.pipelines[PLATFORM_PS2])->destroy(); + matFXGlobals.pipelines[PLATFORM_PS2] = nil; + return o; +} + +void +initMatFX(void) +{ + Driver::registerPlugin(PLATFORM_PS2, 0, ID_MATFX, + matfxOpen, matfxClose); +} + +ObjPipeline* +makeMatFXPipeline(void) +{ + MatPipeline *pipe = MatPipeline::create(); + pipe->pluginID = ID_MATFX; + pipe->pluginData = 0; + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + uint32 vertCount = MatPipeline::getVertCount(0x3C5, 4, 3, 3); + pipe->setTriBufferSizes(4, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->uninstanceCB = genericUninstanceCB; + + ObjPipeline *opipe = ObjPipeline::create(); + opipe->pluginID = ID_MATFX; + opipe->pluginData = 0; + opipe->groupPipeline = pipe; + return opipe; +} + +} +} diff --git a/src/ps2/ps2raster.cpp b/src/ps2/ps2raster.cpp new file mode 100644 index 0000000..db266de --- /dev/null +++ b/src/ps2/ps2raster.cpp @@ -0,0 +1,2238 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#include "rwps2.h" + +#define PLUGIN_ID ID_DRIVER + +#define min(a, b) ((a) < (b) ? (a) : (b)) +#define max(a, b) ((a) > (b) ? (a) : (b)) + +namespace rw { +namespace ps2 { + +int32 nativeRasterOffset; + +#define MAXLEVEL(r) ((r)->tex1low >> 2) +static bool32 noNewStyleRasters; + +enum Psm { + PSMCT32 = 0x0, + PSMCT24 = 0x1, + PSMCT16 = 0x2, + PSMCT16S = 0xA, + PSMT8 = 0x13, + PSMT4 = 0x14, + PSMT8H = 0x1B, + PSMT4HL = 0x24, + PSMT4HH = 0x2C, + PSMZ32 = 0x30, + PSMZ24 = 0x31, + PSMZ16 = 0x32, + PSMZ16S = 0x3A +}; + +// i don't really understand this, stolen from RW +static void +transferMinSize(int32 psm, int32 flags, int32 *minw, int32 *minh) +{ + *minh = 1; + switch(psm){ + case PSMCT32: + case PSMZ32: + *minw = 2; // 32 bit + break; + case PSMCT16: + case PSMCT16S: + case PSMZ16: + case PSMZ16S: + *minw = 4; // 16 bit + break; + case PSMCT24: + case PSMT8: + case PSMT4: + case PSMT8H: + case PSMT4HL: + case PSMT4HH: + case PSMZ24: + *minw = 8; // everything else + break; + } + if(flags & 0x2 && psm == PSMT8){ + *minw = 16; + *minh = 4; + } + if(flags & 0x4 && psm == PSMT4){ + *minw = 32; + *minh = 4; + } +} + +#define ALIGN(x,a) ((x) + (a)-1 & ~((a)-1)) +#define ALIGN16(x) ((x) + 0xF & ~0xF) +#define ALIGN64(x) ((x) + 0x3F & ~0x3F) +#define NSIZE(dim,pagedim) (((dim) + (pagedim)-1)/(pagedim)) + +void* +mallocalign(size_t size, int32 alignment) +{ + void *p; + void **pp; + p = rwMalloc(size + alignment + sizeof(void*), MEMDUR_EVENT | ID_RASTERPS2); + if(p == nil) return nil; + pp = (void**)(((uintptr)p + sizeof(void*) + alignment)&~(alignment-1)); + pp[-1] = p; + return (void*)pp; +} + +void +freealign(void *p) +{ + void *pp; + if(p == nil) return; + pp = ((void**)p)[-1]; + rwFree(pp); +} + +// TODO: these depend on video mode, set in deviceSystem! +int32 cameraFormat = Raster::C8888; +int32 cameraDepth = 32; +int32 cameraZDepth = 16; + +int32 defaultMipMapKL = 0xFC0; +int32 maxMipLevels = 7; + +int32 +getRasterFormat(Raster *raster) +{ + int32 palformat, pixelformat, mipmapflags; + pixelformat = raster->format & 0xF00; + palformat = raster->format & 0x6000; + mipmapflags = raster->format & 0x9000; + switch(raster->type){ + case Raster::ZBUFFER: + if(palformat || mipmapflags){ + RWERROR((ERR_INVRASTER)); + return 0; + } + if(raster->depth && raster->depth != cameraZDepth){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = cameraZDepth; + if(pixelformat){ + if((raster->depth == 16 && pixelformat != Raster::D16) || + (raster->depth == 32 && pixelformat != Raster::D32)){ + RWERROR((ERR_INVRASTER)); + return 0; + } + } + pixelformat = raster->depth == 16 ? Raster::D16 : Raster::D32; + raster->format = pixelformat; + break; + case Raster::CAMERA: + if(palformat || mipmapflags){ + RWERROR((ERR_INVRASTER)); + return 0; + } + if(raster->depth && raster->depth != cameraDepth){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = cameraDepth; + if(pixelformat && pixelformat != cameraFormat){ + RWERROR((ERR_INVRASTER)); + return 0; + } + pixelformat = cameraFormat; + raster->format = pixelformat; + break; + case Raster::NORMAL: + case Raster::CAMERATEXTURE: + if(palformat || mipmapflags){ + RWERROR((ERR_INVRASTER)); + return 0; + } + /* fallthrough */ + case Raster::TEXTURE: + // Find raster format by depth if none was given + if(pixelformat == 0) + switch(raster->depth){ + case 4: + pixelformat = Raster::C1555; + palformat = Raster::PAL4; + break; + case 8: + pixelformat = Raster::C1555; + palformat = Raster::PAL8; + break; + case 24: + // unsafe + // pixelformat = Raster::C888; + // palformat = 0; + // break; + case 32: + pixelformat = Raster::C8888; + palformat = 0; + break; + default: + pixelformat = Raster::C1555; + palformat = 0; + break; + } + raster->format = pixelformat | palformat | mipmapflags; + // Sanity check raster format and depth; set depth if none given + if(palformat){ + if(palformat == Raster::PAL8){ + if(raster->depth && raster->depth != 8){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = 8; + if(pixelformat != Raster::C1555 && pixelformat != Raster::C8888){ + RWERROR((ERR_INVRASTER)); + return 0; + } + }else if(palformat == Raster::PAL4){ + if(raster->depth && raster->depth != 4){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = 4; + if(pixelformat != Raster::C1555 && pixelformat != Raster::C8888){ + RWERROR((ERR_INVRASTER)); + return 0; + } + }else{ + RWERROR((ERR_INVRASTER)); + return 0; + } + }else if(pixelformat == Raster::C1555){ + if(raster->depth && raster->depth != 16){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = 16; + }else if(pixelformat == Raster::C8888){ + if(raster->depth && raster->depth != 32){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = 32; + }else if(pixelformat == Raster::C888){ + assert(0 && "24 bit rasters not supported"); + if(raster->depth && raster->depth != 24){ + RWERROR((ERR_INVRASTER)); + return 0; + } + raster->depth = 24; + }else{ + RWERROR((ERR_INVRASTER)); + return 0; + } + break; + default: + RWERROR((ERR_INVRASTER)); + return 0; + } + return 1; +} + +/* + * Memory units: + * Column: 64 bytes (single cycle access) + * Block: 256 bytes, 64 words, 4 columns. texture base pointers + * Page: 8 kbytes, 2 kwords, 128 columns, 32 blocks. frame buffer base pointers + * entire memory: 4 mbytes, 64k columns, 16k blocks, 512 pages + * + * PSMT4: 128x128 pixels, 4x8 blocks per page, 32x16 pixels per block + * PSMT8: 128x64 pixels, 8x4 blocks per page, 16x16 pixels per block + * PSMCT16(S): 64x64 pixels, 4x8 blocks per page, 16x8 pixels per block + * PSMCT24: 64x32 pixels, 8x4 blocks per page, 8x8 pixels per block + * PSMCT32: 64x32 pixels, 8x4 blocks per page, 8x8 pixels per block + * + * Layout of blocks in page: + * + * PSMCT24, PSMCT32, PSMT8 + * +----+----+----+----+----+----+----+----+ + * | 0 | 1 | 4 | 5 | 16 | 17 | 20 | 21 | + * +----+----+----+----+----+----+----+----+ + * | 2 | 3 | 6 | 7 | 18 | 19 | 22 | 23 | + * +----+----+----+----+----+----+----+----+ + * | 8 | 9 | 12 | 13 | 24 | 25 | 28 | 29 | + * +----+----+----+----+----+----+----+----+ + * | 10 | 11 | 14 | 15 | 26 | 27 | 30 | 31 | + * +----+----+----+----+----+----+----+----+ + * + * PSMCT16, PSMT4 + * +----+----+----+----+ + * | 0 | 2 | 8 | 10 | + * +----+----+----+----+ + * | 1 | 3 | 9 | 11 | + * +----+----+----+----+ + * | 4 | 6 | 12 | 14 | + * +----+----+----+----+ + * | 5 | 7 | 13 | 15 | + * +----+----+----+----+ + * | 16 | 18 | 24 | 26 | + * +----+----+----+----+ + * | 17 | 19 | 25 | 27 | + * +----+----+----+----+ + * | 20 | 22 | 28 | 30 | + * +----+----+----+----+ + * | 21 | 23 | 29 | 31 | + * +----+----+----+----+ + * + * PSMCT16S + * +----+----+----+----+ + * | 0 | 2 | 16 | 18 | + * +----+----+----+----+ + * | 1 | 3 | 17 | 19 | + * +----+----+----+----+ + * | 8 | 10 | 24 | 26 | + * +----+----+----+----+ + * | 9 | 11 | 25 | 27 | + * +----+----+----+----+ + * | 4 | 6 | 20 | 22 | + * +----+----+----+----+ + * | 5 | 7 | 21 | 23 | + * +----+----+----+----+ + * | 12 | 14 | 28 | 30 | + * +----+----+----+----+ + * | 13 | 15 | 29 | 31 | + * +----+----+----+----+ + * + */ + +static uint8 blockmap_PSMCT32[32] = { + 0, 1, 4, 5, 16, 17, 20, 21, + 2, 3, 6, 7, 18, 19, 22, 23, + 8, 9, 12, 13, 24, 25, 28, 29, + 10, 11, 14, 15, 26, 27, 30, 31, +}; +static uint8 blockmap_PSMCT16[32] = { + 0, 2, 8, 10, + 1, 3, 9, 11, + 4, 6, 12, 14, + 5, 7, 13, 15, + 16, 18, 24, 26, + 17, 19, 25, 27, + 20, 22, 28, 30, + 21, 23, 29, 31, +}; +static uint8 blockmap_PSMCT16S[32] = { + 0, 2, 16, 18, + 1, 3, 17, 19, + 8, 10, 24, 26, + 9, 11, 25, 27, + 4, 6, 20, 22, + 5, 7, 21, 23, + 12, 14, 28, 30, + 13, 15, 29, 31, +}; +static uint8 blockmap_PSMZ32[32] = { + 24, 25, 28, 29, 8, 9, 12, 13, + 26, 27, 30, 31, 10, 11, 14, 15, + 16, 17, 20, 21, 0, 1, 4, 5, + 18, 19, 22, 23, 2, 3, 6, 7, +}; +static uint8 blockmap_PSMZ16[32] = { + 24, 26, 16, 18, + 25, 27, 17, 19, + 28, 30, 20, 22, + 29, 31, 21, 23, + 8, 10, 0, 2, + 9, 11, 1, 3, + 12, 14, 4, 6, + 13, 15, 5, 7, +}; +static uint8 blockmap_PSMZ16S[32] = { + 24, 26, 8, 10, + 25, 27, 9, 11, + 16, 18, 0, 2, + 17, 19, 1, 3, + 28, 30, 12, 14, + 29, 31, 13, 15, + 20, 22, 4, 6, + 21, 23, 5, 7, +}; + +static uint8 blockmaprev_PSMCT32[32] = { + 0, 1, 8, 9, 2, 3, 10, 11, + 16, 17, 24, 25, 18, 19, 26, 27, + 4, 5, 12, 13, 6, 7, 14, 15, + 20, 21, 28, 29, 22, 23, 30, 31, +}; +static uint8 blockmaprev_PSMCT16[32] = { + 0, 4, 1, 5, + 8, 12, 9, 13, + 2, 6, 3, 7, + 10, 14, 11, 15, + 16, 20, 17, 21, + 24, 28, 25, 29, + 18, 22, 19, 23, + 26, 30, 27, 31, +}; + +/* Suffixes used: + * _Px - pixels + * _W - width units (pixels/64) + * _B - blocks + * _P - pages + */ + +/* Layout mipmaps and palette in GS memory */ +static void +calcOffsets(int32 width_Px, int32 height_Px, int32 psm, uint64 *bufferBase_B, uint64 *bufferWidth_W, uint32 *trxpos, uint32 *totalSize, uint32 *paletteBase) +{ + uint32 pageWidth_Px, pageHeight_Px; + uint32 blockWidth_Px, blockHeight_Px; + uint32 mindim_Px; + int32 nlevels; + int32 n; + uint32 mipw_Px, miph_Px; + uint32 lastmipw_Px, lastmiph_Px; + uint32 bufferHeight_P[8]; + uint32 bufferPage_B[8]; // address of page in which the level is allocated + uint32 xoff_Px, yoff_Px; // x/y offset the last level starts at + // Whenever we allocate horizontally inside a page, + // keep track of the region below it on this stack. + uint32 sp; + uint32 xoffstack_Px[8]; // actually unused... + uint32 widthstack_Px[8]; + uint32 heightstack_Px[8]; + uint32 basestack_B[8]; + uint32 flag; + + switch(psm){ + case PSMCT32: + case PSMCT24: + case PSMT8H: + case PSMT4HL: + case PSMT4HH: + case PSMZ32: + case PSMZ24: + pageWidth_Px = 64; + pageHeight_Px = 32; + blockWidth_Px = 8; + blockHeight_Px = 8; + break; + case PSMT8: + pageWidth_Px = 128; + pageHeight_Px = 64; + blockWidth_Px = 16; + blockHeight_Px = 16; + break; + case PSMT4: + pageWidth_Px = 128; + pageHeight_Px = 128; + blockWidth_Px = 32; + blockHeight_Px = 16; + break; + case PSMCT16: + case PSMCT16S: + case PSMZ16: + case PSMZ16S: + default: + pageWidth_Px = 64; + pageHeight_Px = 64; + blockWidth_Px = 16; + blockHeight_Px = 8; + break; + } + + mindim_Px = min(width_Px, height_Px); + for(nlevels = 1; mindim_Px > 8; nlevels++){ + if(nlevels >= maxMipLevels) + break; + mindim_Px /= 2; + } + +#define PAGEWIDTH_B (pageWidth_Px/blockWidth_Px) // number of horizontal blocks per page +#define NBLKX(dim) (NSIZE((dim), blockWidth_Px)) +#define NBLKY(dim) (NSIZE((dim), blockHeight_Px)) +#define NPGX(dim) (NSIZE((dim), pageWidth_Px)) +#define NPGY(dim) (NSIZE((dim), pageHeight_Px)) +#define REALWIDTH(w) (max((w), blockWidth_Px)) +#define REALHEIGHT(w) (max((w), blockHeight_Px)) + + bufferBase_B[0] = 0; + bufferWidth_W[0] = NPGX(width_Px)*pageWidth_Px/64; + bufferHeight_P[0] = NPGY(height_Px); + bufferPage_B[0] = 0; + lastmipw_Px = width_Px; + lastmiph_Px = height_Px; + sp = 0; + xoff_Px = 0; + yoff_Px = 0; + flag = 0; + // Calculate info for all mipmap levels. + // mipwidth/height are actually the dimensions of level n-1! + // This code was reversed from RW and is rather complicated... + // partially because it's not clear what the assumptions are, + // can width/height be non-powers of 2? + for(n = 1; n < nlevels; n++){ + mipw_Px = lastmipw_Px/2; + miph_Px = lastmiph_Px/2; + if(lastmipw_Px >= pageWidth_Px){ + if(lastmiph_Px >= pageHeight_Px){ + // CASE 0 + // We allocate full pages + // This is the only place bufferWidth can change. Similarly bufferBase_2, which is related + bufferBase_B[n] = bufferBase_B[n-1] + (lastmipw_Px/blockWidth_Px)*(lastmiph_Px/blockHeight_Px); + bufferPage_B[n] = bufferBase_B[n]; + bufferWidth_W[n] = NPGX(mipw_Px)*pageWidth_Px/64; + bufferHeight_P[n] = NPGY(miph_Px); + xoff_Px = 0; + yoff_Px = 0; + }else{ + // CASE 1 + // Allocate vertically in the current page + bufferPage_B[n] = bufferPage_B[n-1]; + bufferHeight_P[n] = bufferHeight_P[n-1]; + bufferWidth_W[n] = bufferWidth_W[n-1]; + // How do we know pageHeight - yoff - REALHEIGHT(lastmiph) >= miph? + // And how is this condition ever false? + // Assuming lastmipw >= pageWidth for any number of levels, lastmiph must be pageHeight/2 + // or lower to reach this code. No dimension is lower than 8. Then consequent mipmaps + // will have heights halved but even with PSMT4 we will only (vertically) fill the + // page with the last mipmap and not go beyond... + if(REALHEIGHT(lastmiph_Px) + yoff_Px < pageHeight_Px){ + // CASE 2 + yoff_Px += REALHEIGHT(lastmiph_Px); + bufferBase_B[n] = bufferBase_B[n-1] + + PAGEWIDTH_B * NBLKY(lastmiph_Px) * + bufferWidth_W[n]*64/pageWidth_Px; // number of horizontal pages for level + }else{ + // CASE 3 + // Can this happen? + xoff_Px += REALWIDTH(lastmipw_Px); + bufferBase_B[n] = bufferBase_B[n-1] + NBLKX(lastmipw_Px); + } + } + }else if(lastmiph_Px >= pageHeight_Px){ + // CASE 4 + // Allocate horizontally + bufferPage_B[n] = bufferPage_B[n-1]; + bufferHeight_P[n] = bufferHeight_P[n-1]; + bufferWidth_W[n] = bufferWidth_W[n-1]; + if(REALWIDTH(lastmipw_Px) + xoff_Px < pageWidth_Px){ + // CASE 5 + xoffstack_Px[sp] = xoff_Px; // unused... + heightstack_Px[sp] = REALHEIGHT(lastmiph_Px); + widthstack_Px[sp] = REALWIDTH(lastmipw_Px); + basestack_B[sp] = bufferBase_B[n-1] + NBLKY(lastmiph_Px) * PAGEWIDTH_B; + sp++; + xoff_Px += REALWIDTH(lastmipw_Px); + bufferBase_B[n] = bufferBase_B[n-1] + NBLKX(lastmipw_Px); + }else if(sp){ + // CASE 7 + bufferBase_B[n] = basestack_B[sp-1]; + if(REALWIDTH(mipw_Px) < widthstack_Px[sp-1]){ + // CASE 9 + basestack_B[sp-1] += NBLKX(mipw_Px); + widthstack_Px[sp-1] -= REALWIDTH(mipw_Px); + }else if(REALHEIGHT(miph_Px) < heightstack_Px[sp-1]){ + // CASE 8 + basestack_B[sp-1] += NBLKY(miph_Px) * PAGEWIDTH_B; + heightstack_Px[sp-1] -= REALHEIGHT(miph_Px); + }else{ + // CASE 10 + sp--; + } + flag = 1; + }else{ + // CASE 6 + yoff_Px += REALHEIGHT(lastmiph_Px); + bufferBase_B[n] = bufferBase_B[n-1] + PAGEWIDTH_B*NBLKY(lastmiph_Px); + } + }else{ + // CASE 11 + bufferHeight_P[n] = bufferHeight_P[n-1]; + bufferPage_B[n] = bufferPage_B[n-1]; + bufferWidth_W[n] = bufferWidth_W[n-1]; + if(REALWIDTH(lastmipw_Px) + xoff_Px < bufferWidth_W[n-1]*64){ + // CASE 12 + xoffstack_Px[sp] = xoff_Px; // unused... + widthstack_Px[sp] = REALWIDTH(lastmipw_Px); + heightstack_Px[sp] = REALHEIGHT(lastmiph_Px); + basestack_B[sp] = bufferBase_B[n-1] + PAGEWIDTH_B * NBLKY(lastmiph_Px); + sp++; + xoff_Px += REALWIDTH(lastmipw_Px); + bufferBase_B[n] = bufferBase_B[n-1] + NBLKX(lastmipw_Px); + }else if(REALHEIGHT(lastmiph_Px) + yoff_Px < pageHeight_Px*bufferHeight_P[n] && flag == 0){ + // CASE 13 + bufferBase_B[n] = bufferBase_B[n-1] + PAGEWIDTH_B * NBLKY(lastmiph_Px); + yoff_Px += blockHeight_Px ? lastmiph_Px : 0; // how exactly can blockHeight be 0?? This looks wrong... + flag = n; + }else{ + // CASE 14 + bufferBase_B[n] = basestack_B[sp-1]; + if(REALWIDTH(mipw_Px) < widthstack_Px[sp-1]){ + // CASE 15 + basestack_B[sp-1] += NBLKX(mipw_Px); + widthstack_Px[sp-1] -= REALWIDTH(mipw_Px); + }else if(REALHEIGHT(miph_Px) < heightstack_Px[sp-1]){ + // CASE 16 + basestack_B[sp-1] += PAGEWIDTH_B * NBLKY(miph_Px); + heightstack_Px[sp-1] -= REALHEIGHT(miph_Px); + }else{ + // CASE 17 + sp--; + } + } + } + lastmipw_Px = mipw_Px; + lastmiph_Px = miph_Px; + } + + // Calculate position of palette. + uint32 paletteBase_B = 0; + uint64 bufwidth_Px = bufferWidth_W[nlevels-1]*64; + uint64 bufheight_Px = bufferHeight_P[nlevels-1]*pageHeight_Px; + // != means > really + if(bufwidth_Px != lastmipw_Px || bufheight_Px != lastmiph_Px){ + if(psm == PSMT8){ + // 2x2 blocks at the end of the page (even for PSMCT16S) + paletteBase_B = bufferPage_B[nlevels-1] + + ((bufwidth_Px/pageWidth_Px)*bufferHeight_P[nlevels-1] << 5) // total number of blocks + - (bufheight_Px/pageWidth_Px) * PAGEWIDTH_B // one block up + - 2; // two blocks left + }else if(psm == PSMT4){ + // One block at the end of the page + paletteBase_B = bufferPage_B[nlevels-1] + + ((bufwidth_Px/pageWidth_Px) * bufferHeight_P[nlevels-1] << 5) + - 1; + } + }else{ + if(psm == PSMT8 || psm == PSMT4){ + paletteBase_B = bufferPage_B[nlevels-1] + + (bufwidth_Px/blockWidth_Px) * (bufheight_Px/blockHeight_Px); + } + } + + uint32 bufwidth_W = bufferWidth_W[0]; + uint32 bufpage_B = bufferPage_B[0]; + uint32 pixeloff; + for(n = 0; n < nlevels; n++){ + // Calculate TRXPOS register (DSAX and DSAY, shifted up later) + // Start of buffer on current page (x in pixels, y in blocks) + pixeloff = (bufferBase_B[n] - bufpage_B) * blockWidth_Px; + // y coordinate of first pixel + yoff_Px = (pixeloff / (bufwidth_W*64)) * blockHeight_Px; + // x coordinate of first pixel + xoff_Px = pixeloff % (bufwidth_W*64); + if(bufferWidth_W[n] == bufwidth_W && + // Not quite sure what's the meaning of this. + // DSAY is 11 bits, but so is DSAX and it is not checked? + yoff_Px < 0x800){ + trxpos[n] = yoff_Px<<16 | xoff_Px; + }else{ + bufwidth_W = bufferWidth_W[n]; + bufpage_B = bufferPage_B[n]; + trxpos[n] = 0; + } + + // If using more than one page we have to swizzle rows inside page rows + if(bufwidth_W*64 / pageWidth_Px > 1){ + uint32 bufpagestride_B = bufwidth_W*64 * 32 / pageWidth_Px; // one row of pages + uint32 bufwidth_B = bufwidth_W*64 / blockWidth_Px; // one row of blocks + // To illustrate assume: + // - 8x4 block pages + // - texture is 4 pages wide + // Then the lower bits of an input block address look like: RRRPPCC + // where the C bits are the block's column inside a page + // the P bits are the block's page horizontally + // the R bits are the block's row in a row of pages + // We want to swap P and R: PPRRRCC + bufferBase_B[n] = + (bufferBase_B[n] & ~((uint64)bufpagestride_B - PAGEWIDTH_B)) // mask out R and P + | ((bufferBase_B[n] & (bufwidth_B - PAGEWIDTH_B)) * (bufpagestride_B/bufwidth_B)) // extract P and shift left + | ((bufferBase_B[n] & (bufpagestride_B - bufwidth_B)) / (bufwidth_B/PAGEWIDTH_B)); // extract R and shift right + } + + // Always have to swizzle blocks inside pages. We use a lookup, RW does bit operations + switch(psm){ + case PSMCT32: + case PSMCT24: + case PSMT8: + case PSMT8H: + case PSMT4HL: + case PSMT4HH: + // ABCDE -> CADBE + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMCT32[bufferBase_B[n]&0x1F]; + break; + case PSMT4: + case PSMCT16: + // ABCDE -> ADBEC + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMCT16[bufferBase_B[n]&0x1F]; + break; + case PSMCT16S: + // ABCDE -> DBAEC + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMCT16S[bufferBase_B[n]&0x1F]; + break; + case PSMZ32: + case PSMZ24: + // ABCDE -> ~C~ADBE + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMZ32[bufferBase_B[n]&0x1F]; + break; + case PSMZ16: + // ABCDE -> ~A~DBEC + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMZ16[bufferBase_B[n]&0x1F]; + break; + case PSMZ16S: + // ABCDE -> ~D~BAEC + bufferBase_B[n] = (bufferBase_B[n]&~0x1F) | (uint64)blockmap_PSMZ16S[bufferBase_B[n]&0x1F]; + break; + default: break; + } + } + + // Same dance as above, with the palette + if(bufwidth_W*64 / pageWidth_Px > 1){ + uint32 bufpagestride_B = bufwidth_W*64 * 32 / pageWidth_Px; // one row of pages + uint32 bufwidth_B = bufwidth_W*64 / blockWidth_Px; // one row of blocks + paletteBase_B = + (paletteBase_B & ~(bufpagestride_B - PAGEWIDTH_B)) // mask out R and P + | ((paletteBase_B & (bufwidth_B - PAGEWIDTH_B)) * (bufpagestride_B/bufwidth_B)) // extract P and shift left + | ((paletteBase_B & (bufpagestride_B - bufwidth_B)) / (bufwidth_B/PAGEWIDTH_B)); // extract R and shift right + } + switch(psm){ + case PSMCT32: + case PSMCT24: + case PSMT8: + case PSMT8H: + case PSMT4HL: + case PSMT4HH: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMCT32[paletteBase_B&0x1F]; + break; + case PSMT4: + case PSMCT16: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMCT16[paletteBase_B&0x1F]; + break; + case PSMCT16S: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMCT16S[paletteBase_B&0x1F]; + break; + case PSMZ32: + case PSMZ24: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMZ32[paletteBase_B&0x1F]; + break; + case PSMZ16: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMZ16[paletteBase_B&0x1F]; + break; + case PSMZ16S: + paletteBase_B = (paletteBase_B&~0x1F) | (uint64)blockmap_PSMZ16S[paletteBase_B&0x1F]; + break; + default: break; + } + *paletteBase = paletteBase_B; + *totalSize = bufferPage_B[nlevels-1] + // start of last buffer` + bufferWidth_W[nlevels-1]*64/blockWidth_Px * // number of horizontal blocks in last level + pageHeight_Px*bufferHeight_P[nlevels-1]/blockHeight_Px; // number of vertical blocks in last level + *totalSize *= 64; // to words + +#undef BLKSTRIDE +#undef NBLKX +#undef NBLKY +#undef NPGX +#undef NPGY +#undef REALWIDTH +#undef REALHEIGHT +} + +static Raster* +rasterCreateTexture(Raster *raster) +{ + // We use a map for fast lookup, even for impossible depths + static int32 pageWidths[32] = { + 128, 128, 128, 128, + 128, 128, 128, 128, + 64, 64, 64, 64, 64, 64, 64, 64, + 64, 64, 64, 64, 64, 64, 64, 64, + 64, 64, 64, 64, 64, 64, 64, 64, + }; + static int32 pageHeights[32] = { + 128, 128, 128, 128, + 64, 64, 64, 64, + 64, 64, 64, 64, 64, 64, 64, 64, + 32, 32, 32, 32, 32, 32, 32, 32, + 32, 32, 32, 32, 32, 32, 32, 32, + }; + enum { + TCC_RGBA = 1 << 2, + CLD_1 = 1 << 29, + + WD2BLK = 64, // words per block + WD2PG = 2048, // words per page + }; + int32 pixelformat, palformat; + // TEX0 fields (not all) + int64 tbw = 0; // texture buffer width, texels/64 + int64 psm = 0; // pixel storage mode + int64 tw = 0; // texture width exponent, width = 2^tw + int64 th = 0; // texture height exponent, height = 2^th + int64 tcc = 0; // texture color component, 0 = rgb, 1 = rgba + int64 cpsm = 0; // CLUT pixel storage mode + int64 cld = 0; // CLUT buffer load control + + uint64 bufferWidth[7]; // in number of pixels / 64 + uint64 bufferBase[7]; // block address + uint32 trxpos_hi[8]; + int32 width, height, depth; + int32 pageWidth, pageHeight; + int32 paletteWidth, paletteHeight, paletteDepth; + int32 palettePagewidth, palettePageheight; + + + Ps2Raster *ras = GETPS2RASTEREXT(raster); + pixelformat = raster->format & 0xF00; + palformat = raster->format & 0x6000; + width = raster->width; + height = raster->height; + depth = raster->depth; + // RW's code does not seem to quite work with 24 bit rasters + // so make sure we're not generating them for safety + assert(depth != 24); + + ras->flags = 0; + ras->data = nil; + ras->dataSize = 0; + + // RW doesn't seem to check this, hm... + if(raster->flags & Raster::DONTALLOCATE) + return raster; + + //printf("%x %x %x %x\n", raster->format, raster->flags, raster->type, noNewStyleRasters); + pageWidth = pageWidths[depth-1]; + pageHeight = pageHeights[depth-1]; + + int32 s; + tw = 0; + for(s = 1; s < width; s *= 2) + tw++; + th = 0; + for(s = 1; s < height; s *= 2) + th++; + ras->kl = defaultMipMapKL; + // unk2[0] = 1 + //printf("%d %d %d %d\n", raster->width, logw, raster->height, logh); + + // round up to page width, set TBW, TW, TH + tbw = max(width,pageWidth)/64; + + // set PSM, TCC, CLD, CPSM and figure out palette format + if(palformat){ + if(palformat == Raster::PAL8){ + psm = PSMT8; + paletteWidth = 16; + paletteHeight = 16; + }else if(palformat == Raster::PAL4){ + psm = PSMT4; + paletteWidth = 8; + paletteHeight = 2; + }else{ + // can't happen, sanity check in getRasterFormat + return nil;; + } + tcc = 1; // RGBA + cld = 1; + if(pixelformat == Raster::C1555){ + paletteDepth = 2; + cpsm = PSMCT16S; + palettePagewidth = 64; + palettePageheight = 64; + }else if(pixelformat == Raster::C8888){ + paletteDepth = 4; + cpsm = PSMCT32; + palettePagewidth = 64; + palettePageheight = 32; + }else + // can't happen, sanity check in getRasterFormat + return nil;; + }else{ + paletteWidth = 0; + paletteHeight = 0; + paletteDepth = 0; + palettePagewidth = 0; + palettePageheight = 0; + if(pixelformat == Raster::C8888){ + psm = PSMCT32; + tcc = 1; // RGBA + }else if(pixelformat == Raster::C888){ + psm = PSMCT24; + tcc = 0; // RGB + }else if(pixelformat == Raster::C1555){ + psm = PSMCT16S; + tcc = 1; // RGBA + }else + // can't happen, sanity check in getRasterFormat + return nil;; + } + + for(int i = 0; i < 7; i++){ + bufferWidth[i] = 1; + bufferBase[i] = 0; + } + + int32 mipw, miph; + int32 w, h; + int32 n; + int32 nPagW, nPagH; + raster->stride = width*depth/8; + + if(raster->format & Raster::MIPMAP){ + // NOTE: much of this code seems to be totally useless. + // calcOffsets overwrites what we calculate here. I wonder + // why this code even is in RW. Maybe it's older code that used + // the GS' automatic base pointer calculation? + + // see the left columns in the maps above + static uint32 blockOffset32_24_8[8] = { 0, 2, 2, 8, 8, 10, 10, 32 }; + static uint32 blockOffset16_4[8] = { 0, 1, 4, 5, 16, 17, 20, 21 }; + static uint32 blockOffset16S[8] = { 0, 1, 8, 9, 4, 5, 12, 13 }; + uint64 lastBufferWidth; + mipw = width; + miph = height; + lastBufferWidth = max(pageWidth, width)/64; + ras->pixelSize = 0; + int32 lastaddress = 0; // word address + int32 nextaddress = 0; // word address + int32 stride; // in bytes + for(n = 0; mipw != 0 && miph != 0 && n < maxMipLevels; n++){ + if(width >= 8 && height >= 8 && (mipw < 8 || miph < 8)) + break; + ras->pixelSize += ALIGN64(mipw*miph*depth/8); + bufferWidth[n] = max(pageWidth, mipw)/64; + stride = bufferWidth[n]*64*depth/8; + + // If buffer width changes, align next address to page + if(bufferWidth[n] != lastBufferWidth){ + nPagW = ((width >> (n-1)) + pageWidth-1)/pageWidth; + nPagH = ((height >> (n-1)) + pageHeight-1)/pageHeight; + nextaddress = (lastaddress + nPagW*nPagH*WD2PG) & ~(WD2PG-1); + } + lastBufferWidth = bufferWidth[n]; + nextaddress = ALIGN64(nextaddress); // this should already be the case... + uint32 b = nextaddress>>(11-3) & 7; // upper three bits of block-in-page address + switch(psm){ + case PSMCT32: + case PSMCT24: + case PSMT8: + b = blockOffset32_24_8[b]; + break; + case PSMCT16: + case PSMT4: + b = blockOffset16_4[b]; + break; + case PSMCT16S: + b = blockOffset16S[b]; + break; + default: + // can't happen + break; + } + // shift to page address, then to block address and add offset inside page + bufferBase[n] = b + (nextaddress>>11 << 5); + + lastaddress = nextaddress; + nextaddress = ALIGN64(miph*stride/4 + lastaddress); + + mipw /= 2; + miph /= 2; + } + + // Do the real work here + uint32 paletteBase; + uint32 totalSize; + calcOffsets(width, height, psm, bufferBase, bufferWidth, trxpos_hi, &totalSize, &paletteBase); + + ras->paletteSize = paletteWidth*paletteHeight*paletteDepth; + ras->miptbp1 = + bufferWidth[1]<<14 | (bufferBase[1] & 0x3FFF)<<0 + | bufferWidth[2]<<34 | (bufferBase[2] & 0x3FFF)<<20 + | bufferWidth[3]<<54 | (bufferBase[3] & 0x3FFF)<<40; + ras->miptbp2 = + bufferWidth[4]<<14 | (bufferBase[4] & 0x3FFF)<<0 + | bufferWidth[5]<<34 | (bufferBase[5] & 0x3FFF)<<20 + | bufferWidth[6]<<54 | (bufferBase[6] & 0x3FFF)<<40; + ras->tex1low = (n-1)<<2; + ras->totalSize = totalSize; + if(ras->paletteSize){ + ras->paletteBase = paletteBase; + if(ras->paletteBase*64 == ras->totalSize) + ras->totalSize += WD2PG; + }else + ras->paletteBase = 0; + }else{ + // No mipmaps + + ras->pixelSize = ALIGN16(raster->stride*raster->height); + ras->paletteSize = paletteWidth*paletteHeight*paletteDepth; + ras->miptbp1 = 1ULL<<54 | 1ULL<<34 | 1ULL<<14; + ras->miptbp2 = 1ULL<<54 | 1ULL<<34 | 1ULL<<14; + ras->tex1low = 0; // one mipmap level + + // find out number of pages needed + nPagW = (width + pageWidth-1)/pageWidth; + nPagH = (height + pageHeight-1)/pageHeight; + + // calculate buffer width in units of pixels/64 + bufferBase[0] = 0; + trxpos_hi[0] = 0; + bufferWidth[0] = nPagW*pageWidth / 64; + + // calculate whole buffer size in words + ras->totalSize = nPagW*nPagH*WD2PG; + + // calculate palette offset on GS in units of words/64 + if(ras->paletteSize){ + // Maximum palette size is 256 words. + // If there is still room, use it! + // If dimensions don't fill a page, we have at least + // half a page left, enough for any palette +//TODO: this was not always done it seems but even gta3's 3.1 seems to?? + if(pageWidth*nPagW > width || + pageHeight*nPagH > height){ + ras->paletteBase = (ras->totalSize - 256) / WD2BLK; + }else{ + // Otherwise allocate more space... + ras->paletteBase = ras->totalSize / WD2BLK; + // ...using the same calculation as above. + // WHY? we never need more than one page! + nPagW = (paletteWidth + palettePagewidth-1)/palettePagewidth; + nPagH = (paletteHeight + palettePageheight-1)/palettePageheight; + ras->totalSize += nPagW*nPagH*WD2PG; + } + }else + ras->paletteBase = 0; + } + ras->tex0 = tbw << 14 | + psm << 20 | + tw << 26 | + th << 30 | + tcc << 34 | + cpsm << 51 | + 0ULL << 55 | // csm0 + 0ULL << 56 | // entry offset + cld << 61; + + + + // allocate data and fill with GIF packets + ras->pixelSize = ALIGN16(ras->pixelSize); + int32 numLevels = MAXLEVEL(ras)+1; + // No GIF packet because we either don't want it (pre 0x310 rasters) + // or the data wouldn't fit into a DMA packet + if(noNewStyleRasters || + (raster->width*raster->height*raster->depth/8/0x10) >= 0x7FFF){ + ras->dataSize = ras->paletteSize+ras->pixelSize; + uint8 *data = (uint8*)mallocalign(ras->dataSize, 0x40); + assert(data); + ras->data = data; + raster->pixels = data; + if(ras->paletteSize) + raster->palette = data + ras->pixelSize; + if(raster->depth == 8) + ras->flags |= Ps2Raster::SWIZZLED8; + }else{ + ras->flags |= Ps2Raster::NEWSTYLE; + uint64 paltrxpos = 0; + uint32 dsax = trxpos_hi[numLevels-1] & 0x7FF; + uint32 dsay = trxpos_hi[numLevels-1]>>16 & 0x7FF; + // Set swizzle flags and calculate TRXPOS for palette + if(psm == PSMT8){ + ras->flags |= Ps2Raster::SWIZZLED8; + if(cpsm == PSMCT32 && bufferWidth[numLevels-1] == 2){ // one page + // unswizzle the starting block of the last buffer and palette + uint32 bufbase_B = (bufferBase[numLevels-1]&~0x1F) | (uint64)blockmaprev_PSMCT32[bufferBase[numLevels-1]&0x1F]; + uint32 palbase_B = (ras->paletteBase&~0x1F) | (uint64)blockmaprev_PSMCT32[ras->paletteBase&0x1F]; + // find start of page of last level (16,16 are PSMT8 block dimensions) + uint32 page_B = bufbase_B - 8*(dsay/16) - dsax/16; + // find palette DSAX/Y (in PSMCT32!) + dsay = (palbase_B - page_B)/8 * 8; // block/blocksPerPageX * blockHeight + dsax = (palbase_B - page_B)*8 % 64; // block*blockWidth % pageWidth + if(dsay < 0x800) + paltrxpos = dsay<<16 | dsax; + } + } + if(psm == PSMT4){ + // swizzle flag depends on version :/ + // but which version? .... + if(rw::version > 0x31000){ + ras->flags |= Ps2Raster::SWIZZLED4; + // Where can this come from? if anything we're using PSMCT16S + // Looks like they wanted to swizzle palettes too... + if(cpsm == PSMCT16){ + // unswizzle the starting block of the last buffer and palette + uint32 bufbase_B = (bufferBase[numLevels-1]&~0x1F) | (uint64)blockmaprev_PSMCT16[bufferBase[numLevels-1]&0x1F]; + uint32 palbase_B = (ras->paletteBase&~0x1F) | (uint64)blockmaprev_PSMCT16[ras->paletteBase&0x1F]; + // find start of page of last level (32,16 are PSMT4 block dimensions) + uint32 page_B = bufbase_B - 4*(dsay/32) - dsax/16; + // find palette DSAX/Y (in PSMCT16!) + dsay = (palbase_B - page_B)/4 * 8; // block/blocksPerPageX * blockHeight + dsax = (palbase_B - page_B)*16 % 128; // block*blockWidth % pageWidth + if(dsay < 0x800) + paltrxpos = dsay<<16 | dsax; + } + } + } + ras->pixelSize = 0x50*numLevels; // GIF packets + int32 minW, minH; + transferMinSize(psm, ras->flags, &minW, &minH); + w = raster->width; + h = raster->height; + n = numLevels; + while(n--){ + mipw = max(w, minW); + miph = max(h, minH); + ras->pixelSize += ALIGN16(mipw*miph*raster->depth/8); + w /= 2; + h /= 2; + } + if(ras->paletteSize){ + if(rw::version > 0x31000 && paletteHeight == 2) + paletteHeight = 3; + ras->paletteSize = 0x50 + + paletteDepth*paletteWidth*paletteHeight; + } + // One transfer per buffer width, 4 qwords: + // DMAcnt(2) [NOP, DIRECT] + // GIF tag A+D + // BITBLTBUF + // DMAref(pixel data) [NOP, DIRECT] + uint32 extrasize = 0x10; // PixelPtr + int32 numTransfers = 0; + for(n = 0; n < numLevels; n++) + if(trxpos_hi[n] == 0){ + extrasize += 0x40; + numTransfers++; + } + if(ras->paletteSize){ + extrasize += 0x40; + numTransfers++; + } + // What happens here? + if(ras->paletteSize && paltrxpos == 0) + ras->dataSize = ALIGN(ras->pixelSize,128) + ALIGN(ras->paletteSize,64) + extrasize + 0x70; + else + ras->dataSize = ALIGN(ras->paletteSize+ras->pixelSize,64) + extrasize + 0x70; + uint8 *data = (uint8*)mallocalign(ras->dataSize, 0x40); + uint32 *xferchain = (uint32*)(data + 0x10); + assert(data); + ras->data = data; + Ps2Raster::PixelPtr *pp = (Ps2Raster::PixelPtr*)data; + pp->numTransfers = numTransfers; + pp->numTotalTransfers = numTransfers; + pp->pixels = (uint8*)ALIGN((uintptr)data + extrasize, 128); + raster->pixels = (uint8*)pp; + if(ras->paletteSize) + raster->palette = pp->pixels + ALIGN(ras->pixelSize, 128) + 0x50; + uint32 *p = (uint32*)pp->pixels; + w = raster->width; + h = raster->height; + for(n = 0; n < numLevels; n++){ + mipw = max(w, minW); + miph = max(h, minH); + + // GIF tag + *p++ = 3; // NLOOP = 3 + *p++ = 0x10000000; // NREG = 1 + *p++ = 0xE; // A+D + *p++ = 0; + + // TRXPOS + if((ras->flags & Ps2Raster::SWIZZLED8 && psm == PSMT8) || + (ras->flags & Ps2Raster::SWIZZLED4 && psm == PSMT4)){ + *p++ = 0; // SSAX/Y is always 0 + *p++ = (trxpos_hi[n] & ~0x10001)/2; // divide both DSAX/Y by 2 + }else{ + *p++ = 0; + *p++ = trxpos_hi[n]; + } + *p++ = 0x51; + *p++ = 0; + + // TRXREG + if((ras->flags & Ps2Raster::SWIZZLED8 && psm == PSMT8) || + (ras->flags & Ps2Raster::SWIZZLED4 && psm == PSMT4)){ + *p++ = mipw/2; + *p++ = miph/2; + }else{ + *p++ = mipw; + *p++ = miph; + } + *p++ = 0x52; + *p++ = 0; + + // TRXDIR + *p++ = 0; // host -> local + *p++ = 0; + *p++ = 0x53; + *p++ = 0; + + // GIF tag + uint32 sz = ALIGN16(mipw*miph*raster->depth/8)/16; + *p++ = sz & 0x7FFF; + *p++ = 0x08000000; // IMAGE + *p++ = 0; + *p++ = 0; + + if(trxpos_hi[n] == 0){ + // Add a transfer, see above for layout + + *xferchain++ = 0x10000002; // DMAcnt, 2 qwords + *xferchain++ = 0; + *xferchain++ = 0; // VIF nop + *xferchain++ = 0x50000002; // VIF DIRECT 2 qwords + + // GIF tag + *xferchain++ = 1; // NLOOP = 1 + *xferchain++ = 0x10000000; // NREG = 1 + *xferchain++ = 0xE; // A+D + *xferchain++ = 0; + + // BITBLTBUF + if(ras->flags & Ps2Raster::SWIZZLED8 && psm == PSMT8){ + // PSMT8 is swizzled to PSMCT32 and dimensions are halved + *xferchain++ = PSMCT32<<24 | bufferWidth[n]/2<<16; // src buffer + *xferchain++ = PSMCT32<<24 | bufferWidth[n]/2<<16 | bufferBase[n]; // dst buffer + }else if(ras->flags & Ps2Raster::SWIZZLED4 && psm == PSMT4){ + // PSMT4 is swizzled to PSMCT16 and dimensions are halved + *xferchain++ = PSMCT16<<24 | bufferWidth[n]/2<<16; // src buffer + *xferchain++ = PSMCT16<<24 | bufferWidth[n]/2<<16 | bufferBase[n]; // dst buffer + }else{ + *xferchain++ = psm<<24 | bufferWidth[n]<<16; // src buffer + *xferchain++ = psm<<24 | bufferWidth[n]<<16 | bufferBase[n]; // dst buffer + } + *xferchain++ = 0x50; + *xferchain++ = 0; + + *xferchain++ = 0x30000000 | sz+5; // DMAref + // this obviously only works with 32 bit pointers, but it's only needed on the PS2 anyway + *xferchain++ = (uint32)(uintptr)p - 0x50; + *xferchain++ = 0; // VIF nop + *xferchain++ = 0x50000000 | sz+5; // VIF DIRECT + }else{ + // Add to existing transfer + xferchain[-4] = 0x30000000 | (xferchain[-4]&0xFFFF) + sz+5; // last DMAref + xferchain[-1] = 0x50000000 | (xferchain[-1]&0xFFFF) + sz+5; // last DIRECT + } + + p += sz*4; + w /= 2; + h /= 2; + } + + if(ras->paletteSize){ + // huh? + if(paltrxpos) + raster->palette = (uint8*)p + 0x50; + p = (uint32*)(raster->palette - 0x50); + // GIF tag + *p++ = 3; // NLOOP = 3 + *p++ = 0x10000000; // NREG = 1 + *p++ = 0xE; // A+D + *p++ = 0; + + // TRXPOS + *(uint64*)p = (uint64)paltrxpos<<32; + p += 2; + *p++ = 0x51; + *p++ = 0; + + // TRXREG + *p++ = paletteWidth; + *p++ = paletteHeight; + *p++ = 0x52; + *p++ = 0; + + // TRXDIR + *p++ = 0; // host -> local + *p++ = 0; + *p++ = 0x53; + *p++ = 0; + + // GIF tag + uint32 sz = ALIGN16(ras->paletteSize - 0x50)/16; + *p++ = sz & 0x7FFF; + *p++ = 0x08000000; // IMAGE + *p++ = 0; + *p++ = 0; + + // Transfer + *xferchain++ = 0x10000002; // DMAcnt, 2 qwords + *xferchain++ = 0; + *xferchain++ = 0; // VIF nop + *xferchain++ = 0x50000002; // VIF DIRECT 2 qwords + + // GIF tag + *xferchain++ = 1; // NLOOP = 1 + *xferchain++ = 0x10000000; // NREG = 1 + *xferchain++ = 0xE; // A+D + *xferchain++ = 0; + + // BITBLTBUF + if(paltrxpos == 0){ + *xferchain++ = cpsm<<24 | 1<<16; // src buffer + *xferchain++ = cpsm<<24 | 1<<16 | ras->paletteBase; // dst buffer + *xferchain++ = 0x50; + *xferchain++ = 0; + }else{ + // copy last pixel bitbltbuf...if uploading palette separately it's still the same buffer + xferchain[0] = xferchain[-16]; + xferchain[1] = xferchain[-15]; + xferchain[2] = xferchain[-14]; + xferchain[3] = xferchain[-13]; + xferchain += 4; + // Add to last transfer + xferchain[-16] = 0x30000000 | (xferchain[-16]&0xFFFF) + sz+5; // last DMAref + xferchain[-13] = 0x50000000 | (xferchain[-13]&0xFFFF) + sz+5; // last DIRECT + pp->numTransfers--; + } + + *xferchain++ = 0x30000000 | sz+5; // DMAref + // this obviously only works with 32 bit pointers, but it's only needed on the PS2 anyway + *xferchain++ = (uint32)(uintptr)p - 0x50; + *xferchain++ = 0; // VIF nop + *xferchain++ = 0x50000000 | sz+5; // VIF DIRECT + } + } + raster->originalPixels = raster->pixels; + raster->originalStride = raster->stride; + if(ras->flags & Ps2Raster::NEWSTYLE) + raster->pixels = ((Ps2Raster::PixelPtr*)raster->pixels)->pixels + 0x50; + return raster; +} + +Raster* +rasterCreate(Raster *raster) +{ + if(!getRasterFormat(raster)) + return nil; + + // init raster + raster->pixels = nil; + raster->palette = nil; + raster->originalWidth = raster->width; + raster->originalHeight = raster->height; + raster->originalPixels = raster->pixels; + if(raster->width == 0 || raster->height == 0){ + raster->flags = Raster::DONTALLOCATE; + raster->stride = 0; + raster->originalStride = 0; + return raster; + } + + switch(raster->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + return rasterCreateTexture(raster); + case Raster::ZBUFFER: + // TODO. only RW_PS2 + // get info from video mode + raster->flags = Raster::DONTALLOCATE; + return raster; + case Raster::CAMERA: + // TODO. only RW_PS2 + // get info from video mode + raster->flags = Raster::DONTALLOCATE; + return raster; + case Raster::CAMERATEXTURE: + // TODO. only RW_PS2 + // check width/height and fall through to texture + return nil; + } + return nil; +} + +static uint32 +swizzle(uint32 x, uint32 y, uint32 logw) +{ +#define X(n) ((x>>(n))&1) +#define Y(n) ((y>>(n))&1) + + uint32 nx, ny, n; + x ^= (Y(1)^Y(2))<<2; + nx = (x&7) | ((x>>1)&~7); + ny = (y&1) | ((y>>1)&~1); + n = Y(1) | X(3)<<1; + return n | nx<<2 | ny<<(logw-1+2); +} + +void +unswizzleRaster(Raster *raster) +{ + uint8 tmpbuf[1024*4]; // 1024x4px, maximum possible width + uint32 mask; + int32 x, y, w, h; + int32 i; + int32 logw; + Ps2Raster *natras = GETPS2RASTEREXT(raster); + uint8 *px; + + if((raster->format & (Raster::PAL4|Raster::PAL8)) == 0) + return; + + int minw, minh; + transferMinSize(raster->format & Raster::PAL4 ? PSMT4 : PSMT8, natras->flags, &minw, &minh); + w = max(raster->width, minw); + h = max(raster->height, minh); + px = raster->pixels; + logw = 0; + for(i = 1; i < w; i *= 2) logw++; + mask = (1<<(logw+2))-1; + + if(raster->format & Raster::PAL4 && natras->flags & Ps2Raster::SWIZZLED4){ + for(y = 0; y < h; y += 4){ + memcpy(tmpbuf, &px[y<<(logw-1)], 2*w); + for(i = 0; i < 4; i++) + for(x = 0; x < w; x++){ + uint32 a = ((y+i)<>1] >> 4 : tmpbuf[s>>1] & 0xF; + px[a>>1] = a & 1 ? (px[a>>1]&0xF) | c<<4 : (px[a>>1]&0xF0) | c; + } + } + }else if(raster->format & Raster::PAL8 && natras->flags & Ps2Raster::SWIZZLED8){ + for(y = 0; y < h; y += 4){ + memcpy(tmpbuf, &px[y<format & (Raster::PAL4|Raster::PAL8)) == 0) + return; + + int minw, minh; + transferMinSize(raster->format & Raster::PAL4 ? PSMT4 : PSMT8, natras->flags, &minw, &minh); + w = max(raster->width, minw); + h = max(raster->height, minh); + px = raster->pixels; + logw = 0; + for(i = 1; i < raster->width; i *= 2) logw++; + mask = (1<<(logw+2))-1; + + if(raster->format & Raster::PAL4 && natras->flags & Ps2Raster::SWIZZLED4){ + for(y = 0; y < h; y += 4){ + for(i = 0; i < 4; i++) + for(x = 0; x < w; x++){ + uint32 a = ((y+i)<>1] >> 4 : px[a>>1] & 0xF; + tmpbuf[s>>1] = s & 1 ? (tmpbuf[s>>1]&0xF) | c<<4 : (tmpbuf[s>>1]&0xF0) | c; + } + memcpy(&px[y<<(logw-1)], tmpbuf, 2*w); + } + }else if(raster->format & Raster::PAL8 && natras->flags & Ps2Raster::SWIZZLED8){ + for(y = 0; y < h; y += 4){ + for(i = 0; i < 4; i++) + for(x = 0; x < w; x++){ + uint32 a = ((y+i)<depth != 24); + + if(level > 0){ + int32 minw, minh; + int32 mipw, miph; + transferMinSize(raster->format & Raster::PAL4 ? PSMT4 : PSMT8, natras->flags, &minw, &minh); + while(level--){ + mipw = max(raster->width, minw); + miph = max(raster->height, minh); + raster->pixels += ALIGN16(mipw*miph*raster->depth/8) + 0x50; + raster->width /= 2; + raster->height /= 2; + } + } + + if((lockMode & Raster::LOCKNOFETCH) == 0) + unswizzleRaster(raster); + if(lockMode & Raster::LOCKREAD) raster->privateFlags |= Raster::PRIVATELOCK_READ; + if(lockMode & Raster::LOCKWRITE) raster->privateFlags |= Raster::PRIVATELOCK_WRITE; + return raster->pixels; +} + +void +rasterUnlock(Raster *raster, int32 level) +{ + Ps2Raster *natras = GETPS2RASTEREXT(raster); + if(raster->format & (Raster::PAL4 | Raster::PAL8)) + swizzleRaster(raster); + + raster->width = raster->originalWidth; + raster->height = raster->originalHeight; + raster->pixels = raster->originalPixels; + raster->stride = raster->originalStride; + if(natras->flags & Ps2Raster::NEWSTYLE) + raster->pixels = ((Ps2Raster::PixelPtr*)raster->pixels)->pixels + 0x50; + + raster->privateFlags &= ~(Raster::PRIVATELOCK_READ|Raster::PRIVATELOCK_WRITE); + // TODO: generate mipmaps +} + +static void +convertCSM1_16(uint32 *pal) +{ + int i, j; + uint32 tmp; + for(i = 0; i < 256; i++) + // palette index bits 0x08 and 0x10 are flipped + if((i & 0x18) == 0x10){ + j = i ^ 0x18; + tmp = pal[i]; + pal[i] = pal[j]; + pal[j] = tmp; + } +} + +static void +convertCSM1_32(uint32 *pal) +{ + int i, j; + uint32 tmp; + for(i = 0; i < 256; i++) + // palette index bits 0x08 and 0x10 are flipped + if((i & 0x18) == 0x10){ + j = i ^ 0x18; + tmp = pal[i]; + pal[i] = pal[j]; + pal[j] = tmp; + } +} + +static void +convertPalette(Raster *raster) +{ + if(raster->format & Raster::PAL8){ + if((raster->format & 0xF00) == Raster::C8888) + convertCSM1_32((uint32*)raster->palette); + else if((raster->format & 0xF00) == Raster::C8888) + convertCSM1_16((uint32*)raster->palette); + } +} + +// NB: RW doesn't convert the palette when locking/unlocking +uint8* +rasterLockPalette(Raster *raster, int32 lockMode) +{ + if((raster->format & (Raster::PAL4 | Raster::PAL8)) == 0) + return nil; + if((lockMode & Raster::LOCKNOFETCH) == 0) + convertPalette(raster); + if(lockMode & Raster::LOCKREAD) raster->privateFlags |= Raster::PRIVATELOCK_READ_PALETTE; + if(lockMode & Raster::LOCKWRITE) raster->privateFlags |= Raster::PRIVATELOCK_WRITE_PALETTE; + return raster->palette; +} + +void +rasterUnlockPalette(Raster *raster) +{ + if(raster->format & (Raster::PAL4 | Raster::PAL8)) + convertPalette(raster); + raster->privateFlags &= ~(Raster::PRIVATELOCK_READ_PALETTE|Raster::PRIVATELOCK_WRITE_PALETTE); +} + +// Almost the same as d3d9 and gl3 function +bool32 +imageFindRasterFormat(Image *img, int32 type, + int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat) +{ + int32 width, height, depth, format; + + assert((type&0xF) == Raster::TEXTURE); + + for(width = 1; width < img->width; width <<= 1); + for(height = 1; height < img->height; height <<= 1); + + depth = img->depth; + + switch(depth){ + case 32: + case 24: + // C888 24 bit is unsafe + format = Raster::C8888; + depth = 32; + break; + case 16: + format = Raster::C1555; + break; + case 8: + format = Raster::PAL8 | Raster::C8888; + break; + case 4: + format = Raster::PAL4 | Raster::C8888; + break; + default: + RWERROR((ERR_INVRASTER)); + return 0; + } + + format |= type; + + *pWidth = width; + *pHeight = height; + *pDepth = depth; + *pFormat = format; + + return 1; +} + +bool32 +rasterFromImage(Raster *raster, Image *image) +{ + Ps2Raster *natras = GETPS2RASTEREXT(raster); + + int32 pallength = 0; + switch(image->depth){ + case 24: + case 32: + if(raster->format != Raster::C8888 && + raster->format != Raster::C888) // unsafe already + goto err; + break; + case 16: + if(raster->format != Raster::C1555) goto err; + break; + case 8: + if(raster->format != (Raster::PAL8 | Raster::C8888)) goto err; + pallength = 256; + break; + case 4: + if(raster->format != (Raster::PAL4 | Raster::C8888)) goto err; + pallength = 16; + break; + default: + err: + RWERROR((ERR_INVRASTER)); + return 0; + } + + // unsafe + if((raster->format&0xF00) == Raster::C888){ + RWERROR((ERR_INVRASTER)); + return 0; + } + + uint8 *in, *out; + if(image->depth <= 8){ + in = image->palette; + out = raster->lockPalette(Raster::LOCKWRITE|Raster::LOCKNOFETCH); + memcpy(out, in, 4*pallength); + for(int32 i = 0; i < pallength; i++){ + out[3] = out[3]*128/255; + out += 4; + } + raster->unlockPalette(); + } + + int minw, minh; + int tw; + transferMinSize(image->depth == 4 ? PSMT4 : PSMT8, natras->flags, &minw, &minh); + tw = max(image->width, minw); + uint8 *src = image->pixels; + out = raster->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + if(image->depth == 4){ + compressPal4(out, tw/2, src, image->stride, image->width, image->height); + }else if(image->depth == 8){ + copyPal8(out, tw, src, image->stride, image->width, image->height); + }else{ + for(int32 y = 0; y < image->height; y++){ + in = src; + for(int32 x = 0; x < image->width; x++){ + switch(image->depth){ + case 16: + conv_ARGB1555_from_ABGR1555(out, in); + out += 2; + break; + case 24: + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = 0x80; + out += 4; + break; + case 32: + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = in[3]*128/255; + out += 4; + break; + } + in += image->bpp; + } + src += image->stride; + } + } + raster->unlock(0); + return 1; +} + +Image* +rasterToImage(Raster *raster) +{ + Image *image; + int depth; + Ps2Raster *natras = GETPS2RASTEREXT(raster); + + int32 rasterFormat = raster->format & 0xF00; + switch(rasterFormat){ + case Raster::C1555: + depth = 16; + break; + case Raster::C8888: + depth = 32; + break; + case Raster::C888: + depth = 24; + break; + case Raster::C555: + depth = 16; + break; + + default: + case Raster::C565: + case Raster::C4444: + case Raster::LUM8: + assert(0 && "unsupported ps2 raster format"); + } + int32 pallength = 0; + if((raster->format & Raster::PAL4) == Raster::PAL4){ + depth = 4; + pallength = 16; + }else if((raster->format & Raster::PAL8) == Raster::PAL8){ + depth = 8; + pallength = 256; + } + + uint8 *in, *out; + image = Image::create(raster->width, raster->height, depth); + image->allocate(); + + if(pallength){ + out = image->palette; + in = raster->lockPalette(Raster::LOCKREAD); + if(rasterFormat == Raster::C8888){ + memcpy(out, in, pallength*4); + for(int32 i = 0; i < pallength; i++){ + out[3] = out[3]*255/128; + out += 4; + } + }else + memcpy(out, in, pallength*2); + raster->unlockPalette(); + } + + int minw, minh; + int tw; + transferMinSize(depth == 4 ? PSMT4 : PSMT8, natras->flags, &minw, &minh); + tw = max(raster->width, minw); + uint8 *dst = image->pixels; + in = raster->lock(0, Raster::LOCKREAD); + if(depth == 4){ + expandPal4(dst, image->stride, in, tw/2, raster->width, raster->height); + }else if(depth == 8){ + copyPal8(dst, image->stride, in, tw, raster->width, raster->height); + }else{ + for(int32 y = 0; y < image->height; y++){ + out = dst; + for(int32 x = 0; x < image->width; x++){ + switch(raster->format & 0xF00){ + case Raster::C8888: + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = in[3]*255/128; + in += 4; + break; + case Raster::C888: + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + in += 4; + break; + case Raster::C1555: + conv_ARGB1555_from_ABGR1555(out, in); + in += 2; + break; + case Raster::C555: + conv_ARGB1555_from_ABGR1555(out, in); + out[1] |= 0x80; + in += 2; + break; + default: + assert(0 && "unknown ps2 raster format"); + break; + } + out += image->bpp; + } + dst += image->stride; + } + } + raster->unlock(0); + + return image; +} + +int32 +rasterNumLevels(Raster *raster) +{ + Ps2Raster *ras = GETPS2RASTEREXT(raster); + if(raster->pixels == nil) return 0; + if(raster->format & Raster::MIPMAP) + return MAXLEVEL(ras)+1; + return 1; +} + +static void* +createNativeRaster(void *object, int32 offset, int32) +{ + Ps2Raster *raster = GETPS2RASTEREXT(object); + raster->tex0 = 0; + raster->paletteBase = 0; + raster->kl = defaultMipMapKL; + raster->tex1low = 0; + raster->unk2 = 0; + raster->miptbp1 = 0; + raster->miptbp2 = 0; + raster->pixelSize = 0; + raster->paletteSize = 0; + raster->totalSize = 0; + raster->flags = 0; + + raster->dataSize = 0; + raster->data = nil; + return object; +} + +static void* +destroyNativeRaster(void *object, int32 offset, int32) +{ + Ps2Raster *raster = GETPS2RASTEREXT(object); + freealign(raster->data); + return object; +} + +static void* +copyNativeRaster(void *dst, void *src, int32 offset, int32) +{ + Ps2Raster *dstraster = GETPS2RASTEREXT(dst); + Ps2Raster *srcraster = GETPS2RASTEREXT(src); + *dstraster = *srcraster; + return dst; +} + +static Stream* +readMipmap(Stream *stream, int32, void *object, int32 offset, int32) +{ + uint16 val = stream->readI32(); + Texture *tex = (Texture*)object; + if(tex->raster == nil) + return stream; + Ps2Raster *raster = GETPS2RASTEREXT(tex->raster); + raster->kl = val; + return stream; +} + +static Stream* +writeMipmap(Stream *stream, int32, void *object, int32 offset, int32) +{ + Texture *tex = (Texture*)object; + if(tex->raster){ + stream->writeI32(defaultMipMapKL); + return stream; + } + Ps2Raster *raster = GETPS2RASTEREXT(tex->raster); + stream->writeI32(raster->kl); + return stream; +} + +static int32 +getSizeMipmap(void*, int32, int32) +{ + return rw::platform == PLATFORM_PS2 ? 4 : 0; +} + +void +registerNativeRaster(void) +{ + nativeRasterOffset = Raster::registerPlugin(sizeof(Ps2Raster), + ID_RASTERPS2, + createNativeRaster, + destroyNativeRaster, + copyNativeRaster); + + Texture::registerPlugin(0, ID_SKYMIPMAP, nil, nil, nil); + Texture::registerPluginStream(ID_SKYMIPMAP, readMipmap, writeMipmap, getSizeMipmap); +} + +void +printTEX0(uint64 tex0) +{ + printf("%016lX ", tex0); + uint32 tbp0 = tex0 & 0x3FFF; tex0 >>= 14; + uint32 tbw = tex0 & 0x3F; tex0 >>= 6; + uint32 psm = tex0 & 0x3F; tex0 >>= 6; + uint32 tw = tex0 & 0xF; tex0 >>= 4; + uint32 th = tex0 & 0xF; tex0 >>= 4; + uint32 tcc = tex0 & 0x1; tex0 >>= 1; + uint32 tfx = tex0 & 0x3; tex0 >>= 2; + uint32 cbp = tex0 & 0x3FFF; tex0 >>= 14; + uint32 cpsm = tex0 & 0xF; tex0 >>= 4; + uint32 csm = tex0 & 0x1; tex0 >>= 1; + uint32 csa = tex0 & 0x1F; tex0 >>= 5; + uint32 cld = tex0 & 0x7; + printf("TBP0:%4X TBW:%2X PSM:%2X TW:%X TH:%X TCC:%X TFX:%X CBP:%4X CPSM:%X CSM:%X CSA:%2X CLD:%X\n", + tbp0, tbw, psm, tw, th, tcc, tfx, cbp, cpsm, csm, csa, cld); +} + +void +printTEX1(uint64 tex1) +{ + printf("%016lX ", tex1); + uint32 lcm = tex1 & 0x1; tex1 >>= 2; + uint32 mxl = tex1 & 0x7; tex1 >>= 3; + uint32 mmag = tex1 & 0x1; tex1 >>= 1; + uint32 mmin = tex1 & 0x7; tex1 >>= 3; + uint32 mtba = tex1 & 0x1; tex1 >>= 10; + uint32 l = tex1 & 0x3; tex1 >>= 13; + uint32 k = tex1 & 0xFFF; + printf("LCM:%X MXL:%X MMAG:%X MMIN:%X MTBA:%X L:%X K:%X\n", + lcm, mxl, mmag, mmin, mtba, l, k); +} + +void +calcTEX1(Raster *raster, uint64 *tex1, int32 filter) +{ + enum { + NEAREST = 0, + LINEAR, + NEAREST_MIPMAP_NEAREST, + NEAREST_MIPMAP_LINEAR, + LINEAR_MIPMAP_NEAREST, + LINEAR_MIPMAP_LINEAR, + }; + Ps2Raster *natras = GETPS2RASTEREXT(raster); + uint64 t1 = natras->tex1low; + uint64 k = natras->kl & 0xFFF; + uint64 l = (natras->kl >> 12) & 0x3; + t1 |= k << 32; + t1 |= l << 19; + switch(filter){ + case Texture::NEAREST: + t1 |= (NEAREST << 5) | + (NEAREST << 6); + break; + case Texture::LINEAR: + t1 |= (LINEAR << 5) | + (LINEAR << 6); + break; + case Texture::MIPNEAREST: + t1 |= (NEAREST << 5) | + (NEAREST_MIPMAP_NEAREST << 6); + break; + case Texture::MIPLINEAR: + t1 |= (LINEAR << 5) | + (LINEAR_MIPMAP_NEAREST << 6); + break; + case Texture::LINEARMIPNEAREST: + t1 |= (NEAREST << 5) | + (NEAREST_MIPMAP_LINEAR << 6); + break; + case Texture::LINEARMIPLINEAR: + t1 |= (LINEAR << 5) | + (LINEAR_MIPMAP_LINEAR << 6); + break; + } + *tex1 = t1; +} + +struct StreamRasterExt +{ + int32 width; + int32 height; + int32 depth; + uint16 rasterFormat; + int16 version; + uint64 tex0; + uint32 paletteOffset; + uint32 tex1low; + uint64 miptbp1; + uint64 miptbp2; + uint32 pixelSize; + uint32 paletteSize; + uint32 totalSize; + uint32 mipmapVal; +}; + +Texture* +readNativeTexture(Stream *stream) +{ + uint32 length, oldversion, version; + uint32 fourcc; + Raster *raster; + Ps2Raster *natras; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + fourcc = stream->readU32(); + if(fourcc != FOURCC_PS2){ + RWERROR((ERR_PLATFORM, fourcc)); + return nil; + } + Texture *tex = Texture::create(nil); + if(tex == nil) + return nil; + + // Texture + tex->filterAddressing = stream->readU32(); + if(!findChunk(stream, ID_STRING, &length, nil)){ + RWERROR((ERR_CHUNK, "STRING")); + goto fail; + } + stream->read8(tex->name, length); + if(!findChunk(stream, ID_STRING, &length, nil)){ + RWERROR((ERR_CHUNK, "STRING")); + goto fail; + } + stream->read8(tex->mask, length); + + // Raster + StreamRasterExt streamExt; + oldversion = rw::version; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + if(!findChunk(stream, ID_STRUCT, nil, &version)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + ASSERTLITTLE; + stream->read8(&streamExt, 0x40); +/* +printf("%X %X %X %X %X %016llX %X %X %016llX %016llX %X %X %X %X\n", +streamExt.width, +streamExt.height, +streamExt.depth, +streamExt.rasterFormat, +streamExt.version, +streamExt.tex0, +streamExt.paletteOffset, +streamExt.tex1low, +streamExt.miptbp1, +streamExt.miptbp2, +streamExt.pixelSize, +streamExt.paletteSize, +streamExt.totalSize, +streamExt.mipmapVal); +*/ + noNewStyleRasters = streamExt.version < 2; + rw::version = version; + raster = Raster::create(streamExt.width, streamExt.height, + streamExt.depth, streamExt.rasterFormat, + PLATFORM_PS2); + noNewStyleRasters = 0; + rw::version = oldversion; + tex->raster = raster; + natras = GETPS2RASTEREXT(raster); +//printf("%X %X\n", natras->paletteBase, natras->tex1low); +// printf("%08X%08X %08X%08X %08X%08X\n", +// (uint32)natras->tex0, (uint32)(natras->tex0>>32), +// (uint32)natras->miptbp1, (uint32)(natras->miptbp1>>32), +// (uint32)natras->miptbp2, (uint32)(natras->miptbp2>>32)); +// printTEX0(natras->tex0); + uint64 tex1; + calcTEX1(raster, &tex1, tex->filterAddressing & 0xF); +// printTEX1(tex1); + + // TODO: GTA SA LD_OTB.txd loses here + assert(natras->pixelSize >= streamExt.pixelSize); + assert(natras->paletteSize >= streamExt.paletteSize); + +//if(natras->tex0 != streamExt.tex0){ +//printf("TEX0: %016llX\n %016llX\n", natras->tex0, streamExt.tex0); +//printTEX0(natras->tex0); +//printTEX0(streamExt.tex0); +//fflush(stdout); +//} +//if(natras->tex1low != streamExt.tex1low) +//printf("TEX1: %08X\n %08X\n", natras->tex1low, streamExt.tex1low); +//if(natras->miptbp1 != streamExt.miptbp1) +//printf("MIP1: %016llX\n %016llX\n", natras->miptbp1, streamExt.miptbp1); +//if(natras->miptbp2 != streamExt.miptbp2) +//printf("MIP2: %016llX\n %016llX\n", natras->miptbp2, streamExt.miptbp2); +//if(natras->paletteBase != streamExt.paletteOffset) +//printf("PAL: %08X\n %08X\n", natras->paletteBase, streamExt.paletteOffset); +//if(natras->pixelSize != streamExt.pixelSize) +//printf("PXS: %08X\n %08X\n", natras->pixelSize, streamExt.pixelSize); +//if(natras->paletteSize != streamExt.paletteSize) +//printf("PLS: %08X\n %08X\n", natras->paletteSize, streamExt.paletteSize); +//if(natras->totalSize != streamExt.totalSize) +//printf("TSZ: %08X\n %08X\n", natras->totalSize, streamExt.totalSize); + + // junk addresses, no need to store them + streamExt.tex0 &= ~0x3FFFULL; + streamExt.tex0 &= ~(0x3FFFULL << 37); + + assert(natras->tex0 == streamExt.tex0); + natras->tex0 = streamExt.tex0; + assert(natras->paletteBase == streamExt.paletteOffset); + natras->paletteBase = streamExt.paletteOffset; + assert(natras->tex1low == streamExt.tex1low); + natras->tex1low = streamExt.tex1low; + assert(natras->miptbp1 == streamExt.miptbp1); + natras->miptbp1 = streamExt.miptbp1; + assert(natras->miptbp2 == streamExt.miptbp2); + natras->miptbp2 = streamExt.miptbp2; + assert(natras->pixelSize == streamExt.pixelSize); + natras->pixelSize = streamExt.pixelSize; + assert(natras->paletteSize == streamExt.paletteSize); + natras->paletteSize = streamExt.paletteSize; + assert(natras->totalSize == streamExt.totalSize); + natras->totalSize = streamExt.totalSize; + natras->kl = streamExt.mipmapVal; +//printf("%X %X\n", natras->paletteBase, natras->tex1low); +// printf("%08X%08X %08X%08X %08X%08X\n", +// (uint32)natras->tex0, (uint32)(natras->tex0>>32), +// (uint32)natras->miptbp1, (uint32)(natras->miptbp1>>32), +// (uint32)natras->miptbp2, (uint32)(natras->miptbp2>>32)); +// printTEX0(natras->tex0); + calcTEX1(raster, &tex1, tex->filterAddressing & 0xF); +// printTEX1(tex1); + + // this is weird stuff + if(streamExt.version < 2){ + if(streamExt.version == 1){ + // Version 1 has swizzled 8 bit textures + if(!(natras->flags & Ps2Raster::NEWSTYLE)) + natras->flags |= Ps2Raster::SWIZZLED8; + else + assert(0 && "can't happen"); + }else{ + // Version 0 has no swizzling at all + if(!(natras->flags & Ps2Raster::NEWSTYLE)) + natras->flags &= ~Ps2Raster::SWIZZLED8; + else + assert(0 && "can't happen"); + } + } + + if(!findChunk(stream, ID_STRUCT, &length, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + goto fail; + } + if(streamExt.version < 2){ + stream->read8(raster->pixels, length); + }else{ + stream->read8(((Ps2Raster::PixelPtr*)raster->originalPixels)->pixels, natras->pixelSize); + stream->read8(raster->palette-0x50, natras->paletteSize); + } +//printf("\n"); + return tex; + +fail: + tex->destroy(); + return nil; +} + +void +writeNativeTexture(Texture *tex, Stream *stream) +{ + Raster *raster = tex->raster; + Ps2Raster *ras = GETPS2RASTEREXT(raster); + writeChunkHeader(stream, ID_STRUCT, 8); + stream->writeU32(FOURCC_PS2); + stream->writeU32(tex->filterAddressing); + int32 len = strlen(tex->name)+4 & ~3; + writeChunkHeader(stream, ID_STRING, len); + stream->write8(tex->name, len); + len = strlen(tex->mask)+4 & ~3; + writeChunkHeader(stream, ID_STRING, len); + stream->write8(tex->mask, len); + + int32 sz = ras->pixelSize + ras->paletteSize; + writeChunkHeader(stream, ID_STRUCT, 12 + 64 + 12 + sz); + writeChunkHeader(stream, ID_STRUCT, 64); + StreamRasterExt streamExt; + streamExt.width = raster->width; + streamExt.height = raster->height; + streamExt.depth = raster->depth; + streamExt.rasterFormat = raster->format | raster->type; + streamExt.version = 0; + if(ras->flags == Ps2Raster::SWIZZLED8 && raster->depth == 8) + streamExt.version = 1; + if(ras->flags & Ps2Raster::NEWSTYLE) + streamExt.version = 2; + streamExt.tex0 = ras->tex0; + streamExt.paletteOffset = ras->paletteBase; + streamExt.tex1low = ras->tex1low; + streamExt.miptbp1 = ras->miptbp1; + streamExt.miptbp2 = ras->miptbp2; + streamExt.pixelSize = ras->pixelSize; + streamExt.paletteSize = ras->paletteSize; + streamExt.totalSize = ras->totalSize; + streamExt.mipmapVal = ras->kl; + ASSERTLITTLE; + stream->write8(&streamExt, 64); + + writeChunkHeader(stream, ID_STRUCT, sz); + if(streamExt.version < 2){ + stream->write8(raster->pixels, sz); + }else{ + stream->write8(((Ps2Raster::PixelPtr*)raster->originalPixels)->pixels, ras->pixelSize); + stream->write8(raster->palette-0x50, ras->paletteSize); + } +} + +uint32 +getSizeNativeTexture(Texture *tex) +{ + uint32 size = 12 + 8; + size += 12 + strlen(tex->name)+4 & ~3; + size += 12 + strlen(tex->mask)+4 & ~3; + size += 12; + size += 12 + 64; + Ps2Raster *ras = GETPS2RASTEREXT(tex->raster); + size += 12 + ras->pixelSize + ras->paletteSize; + return size; +} + +} +} diff --git a/src/ps2/ps2skin.cpp b/src/ps2/ps2skin.cpp new file mode 100644 index 0000000..d4c9d79 --- /dev/null +++ b/src/ps2/ps2skin.cpp @@ -0,0 +1,334 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwanim.h" +#include "../rwengine.h" +#include "../rwplugins.h" +#include "rwps2.h" +#include "rwps2plg.h" + +#include "rwps2impl.h" + +#define PLUGIN_ID ID_SKIN + +namespace rw { +namespace ps2 { + +static void* +skinOpen(void *o, int32, int32) +{ + skinGlobals.pipelines[PLATFORM_PS2] = makeSkinPipeline(); + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_PS2])->groupPipeline->destroy(); + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_PS2])->groupPipeline = nil; + ((ObjPipeline*)skinGlobals.pipelines[PLATFORM_PS2])->destroy(); + skinGlobals.pipelines[PLATFORM_PS2] = nil; + return o; +} + +void +initSkin(void) +{ + Driver::registerPlugin(PLATFORM_PS2, 0, ID_SKIN, + skinOpen, skinClose); +} + +ObjPipeline* +makeSkinPipeline(void) +{ + MatPipeline *pipe = MatPipeline::create(); + pipe->pluginID = ID_SKIN; + pipe->pluginData = 1; + pipe->attribs[AT_XYZ] = &attribXYZ; + pipe->attribs[AT_UV] = &attribUV; + pipe->attribs[AT_RGBA] = &attribRGBA; + pipe->attribs[AT_NORMAL] = &attribNormal; + pipe->attribs[AT_NORMAL+1] = &attribWeights; + uint32 vertCount = MatPipeline::getVertCount(VU_Lights-0x100, 5, 3, 2); + pipe->setTriBufferSizes(5, vertCount); + pipe->vifOffset = pipe->inputStride*vertCount; + pipe->instanceCB = skinInstanceCB; + pipe->uninstanceCB = genericUninstanceCB; + pipe->preUninstCB = skinPreCB; + pipe->postUninstCB = skinPostCB; + + ObjPipeline *opipe = ObjPipeline::create(); + opipe->pluginID = ID_SKIN; + opipe->pluginData = 1; + opipe->groupPipeline = pipe; + return opipe; +} + +Stream* +readNativeSkin(Stream *stream, int32, void *object, int32 offset) +{ + uint8 header[4]; + Geometry *geometry = (Geometry*)object; + uint32 platform; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + platform = stream->readU32(); + if(platform != PLATFORM_PS2){ + RWERROR((ERR_PLATFORM, platform)); + return nil; + } + stream->read8(header, 4); + Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, geometry, offset) = skin; + + // numUsedBones and numWeights appear in/after 34003 + // but not in/before 33002 (probably rw::version >= 0x34000) + bool oldFormat = header[1] == 0; + + // Use numBones for numUsedBones to allocate data + if(oldFormat) + skin->init(header[0], header[0], 0); + else + skin->init(header[0], header[1], 0); + skin->numWeights = header[2]; + + if(!oldFormat) + stream->read8(skin->usedBones, skin->numUsedBones); + if(skin->numBones) + stream->read32(skin->inverseMatrices, skin->numBones*64); + + // dummy data in case we need to write data in the new format + if(oldFormat){ + skin->numWeights = 4; + for(int32 i = 0; i < skin->numUsedBones; i++) + skin->usedBones[i] = i; + } + + if(!oldFormat){ + // TODO: what is this? + stream->seek(4*4); + + readSkinSplitData(stream, skin); + } + return stream; +} + +Stream* +writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset) +{ + uint8 header[4]; + + writeChunkHeader(stream, ID_STRUCT, len-12); + stream->writeU32(PLATFORM_PS2); + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + // not sure which version introduced the new format + bool oldFormat = version < 0x34000; + header[0] = skin->numBones; + if(oldFormat){ + header[1] = 0; + header[2] = 0; + }else{ + header[1] = skin->numUsedBones; + header[2] = skin->numWeights; + } + header[3] = 0; + stream->write8(header, 4); + + if(!oldFormat) + stream->write8(skin->usedBones, skin->numUsedBones); + stream->write32(skin->inverseMatrices, skin->numBones*64); + if(!oldFormat){ + uint32 buffer[4] = { 0, 0, 0, 0, }; + stream->write32(buffer, 4*4); + + writeSkinSplitData(stream, skin); + } + return stream; +} + +int32 +getSizeNativeSkin(void *object, int32 offset) +{ + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + if(skin == nil) + return -1; + int32 size = 12 + 4 + 4 + skin->numBones*64; + // not sure which version introduced the new format + if(version >= 0x34000) + size += skin->numUsedBones + 16 + skinSplitDataSize(skin); + return size; +} + +void +instanceSkinData(Geometry*, Mesh *m, Skin *skin, uint32 *data) +{ + uint16 j; + float32 *weights = (float32*)data; + uint32 *indices = data; + for(uint32 i = 0; i < m->numIndices; i++){ + j = m->indices[i]; + for(int32 k = 0; k < 4; k++){ + *weights++ = skin->weights[j*4+k]; + *indices &= ~0x3FF; + *indices++ |= skin->indices[j*4+k] && skin->weights[j*4+k] ? + (skin->indices[j*4+k]+1) << 2 : 0; + } + } +} + +void +skinInstanceCB(MatPipeline *, Geometry *g, Mesh *m, uint8 **data) +{ + Skin *skin = Skin::get(g); + if(skin == nil) + return; + instanceSkinData(g, m, skin, (uint32*)data[4]); +} + +// TODO: call base function perhaps? +int32 +findVertexSkin(Geometry *g, uint32 flags[], uint32 mask, Vertex *v) +{ + Skin *skin = Skin::get(g); + float32 *wghts = nil; + uint8 *inds = nil; + if(skin){ + wghts = skin->weights; + inds = skin->indices; + } + + V3d *verts = g->morphTargets[0].vertices; + TexCoords *tex = g->texCoords[0]; + TexCoords *tex1 = g->texCoords[1]; + V3d *norms = g->morphTargets[0].normals; + RGBA *cols = g->colors; + + for(int32 i = 0; i < g->numVertices; i++){ + uint32 flag = flags ? flags[i] : ~0; + if(mask & flag & 0x1 && !equal(*verts, v->p)) + goto cont; + if(mask & flag & 0x10 && !equal(*norms, v->n)) + goto cont; + if(mask & flag & 0x100 && !equal(*cols, v->c)) + goto cont; + if(mask & flag & 0x1000 && !equal(*tex, v->t)) + goto cont; + if(mask & flag & 0x2000 && !equal(*tex1, v->t1)) + goto cont; + if(mask & flag & 0x10000 && + !(wghts[0] == v->w[0] && wghts[1] == v->w[1] && + wghts[2] == v->w[2] && wghts[3] == v->w[3] && + inds[0] == v->i[0] && inds[1] == v->i[1] && + inds[2] == v->i[2] && inds[3] == v->i[3])) + goto cont; + return i; + cont: + verts++; + tex++; + tex1++; + norms++; + cols++; + wghts += 4; + inds += 4; + } + return -1; +} + +void +insertVertexSkin(Geometry *geo, int32 i, uint32 mask, Vertex *v) +{ + Skin *skin = Skin::get(geo); + insertVertex(geo, i, mask, v); + if(mask & 0x10000){ + memcpy(&skin->weights[i*4], v->w, 16); + memcpy(&skin->indices[i*4], v->i, 4); + } +} + +/* +void +skinUninstanceCB(MatPipeline*, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]) +{ + float32 *verts = (float32*)data[AT_XYZ]; + float32 *texcoords = (float32*)data[AT_UV]; + uint8 *colors = (uint8*)data[AT_RGBA]; + int8 *norms = (int8*)data[AT_NORMAL]; + uint32 *wghts = (uint32*)data[AT_NORMAL+1]; + uint32 mask = 0x1; // vertices + if(geo->flags & Geometry::NORMALS) + mask |= 0x10; + if(geo->flags & Geometry::PRELIT) + mask |= 0x100; + if(geo->numTexCoordSets > 0) + mask |= 0x1000; + mask |= 0x10000; + + Vertex v; + for(uint32 i = 0; i < mesh->numIndices; i++){ + if(mask & 0x1) + memcpy(&v.p, verts, 12); + if(mask & 0x10){ + v.n[0] = norms[0]/127.0f; + v.n[1] = norms[1]/127.0f; + v.n[2] = norms[2]/127.0f; + } + if(mask & 0x100) + memcpy(&v.c, colors, 4); + if(mask & 0x1000) + memcpy(&v.t, texcoords, 8); + for(int j = 0; j < 4; j++){ + ((uint32*)v.w)[j] = wghts[j] & ~0x3FF; + v.i[j] = (wghts[j] & 0x3FF) >> 2; + if(v.i[j]) v.i[j]--; + if(v.w[j] == 0.0f) v.i[j] = 0; + } + int32 idx = findVertexSkin(geo, flags, mask, &v); + if(idx < 0) + idx = geo->numVertices++; + mesh->indices[i] = idx; + flags[idx] = mask; + insertVertexSkin(geo, idx, mask, &v); + verts += 3; + texcoords += 2; + colors += 4; + norms += 3; + wghts += 4; + } +} +*/ + +void +skinPreCB(MatPipeline*, Geometry *geo) +{ + Skin *skin = Skin::get(geo); + if(skin == nil) + return; + uint8 *data = skin->data; + float *invMats = skin->inverseMatrices; + // meshHeader->totalIndices is highest possible number of vertices again + skin->init(skin->numBones, skin->numBones, geo->meshHeader->totalIndices); + memcpy(skin->inverseMatrices, invMats, skin->numBones*64); + rwFree(data); +} + +void +skinPostCB(MatPipeline*, Geometry *geo) +{ + Skin *skin = Skin::get(geo); + if(skin){ + skin->findNumWeights(geo->numVertices); + skin->findUsedBones(geo->numVertices); + } +} + +} +} diff --git a/src/ps2/rwps2.h b/src/ps2/rwps2.h new file mode 100644 index 0000000..d2945e9 --- /dev/null +++ b/src/ps2/rwps2.h @@ -0,0 +1,281 @@ +namespace rw { + +#ifdef RW_PS2 +struct EngineOpenParams +{ +}; +#endif + +namespace ps2 { + +void registerPlatformPlugins(void); + +extern Device renderdevice; + +struct Im2DVertex +{ + float32 x, y, z, w; + float32 u, v, q, PAD; + uint32 r, g, b, a; + + void setScreenX(float32 x) { this->x = x; } + void setScreenY(float32 y) { this->y = y; } + void setScreenZ(float32 z) { this->z = z; } + void setCameraZ(float32 z) { this->w = z; } + void setRecipCameraZ(float32 recipz) { this->q = recipz; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u, float recipz) { this->u = u; } + void setV(float32 v, float recipz) { this->v = v; } + + float getScreenX(void) { return this->x; } + float getScreenY(void) { return this->y; } + float getScreenZ(void) { return this->z; } + float getCameraZ(void) { return this->w; } + float getRecipCameraZ(void) { return this->q; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + +struct Im3DVertex +{ + V3d position; + uint8 r, g, b, a; + float32 u, v; + + void setX(float32 x) { this->position.x = x; } + void setY(float32 y) { this->position.y = y; } + void setZ(float32 z) { this->position.z = z; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u) { this->u = u; } + void setV(float32 v) { this->v = v; } + + float getX(void) { return this->position.x; } + float getY(void) { return this->position.y; } + float getZ(void) { return this->position.z; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + + +struct InstanceData +{ + uint32 dataSize; + uint8 *dataRaw; + uint8 *data; + Material *material; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + uint32 numMeshes; + InstanceData *instanceMeshes; +}; + +enum { + VU_Lights = 0x3d0 +}; + +enum PS2Attribs { + AT_V2_32 = 0x64000000, + AT_V2_16 = 0x65000000, + AT_V2_8 = 0x66000000, + AT_V3_32 = 0x68000000, + AT_V3_16 = 0x69000000, + AT_V3_8 = 0x6A000000, + AT_V4_32 = 0x6C000000, + AT_V4_16 = 0x6D000000, + AT_V4_8 = 0x6E000000, + AT_UNSGN = 0x00004000, + + AT_RW = 0x6 +}; + +// Not really types as in RW but offsets +enum PS2AttibTypes { + AT_XYZ = 0, + AT_UV = 1, + AT_RGBA = 2, + AT_NORMAL = 3 +}; + +void *destroyNativeData(void *object, int32, int32); +Stream *readNativeData(Stream *stream, int32 len, void *object, int32, int32); +Stream *writeNativeData(Stream *stream, int32 len, void *object, int32, int32); +int32 getSizeNativeData(void *object, int32, int32); +void registerNativeDataPlugin(void); + +void printDMA(InstanceData *inst); +void printDMAVIF(InstanceData *inst); +void sizedebug(InstanceData *inst); + +void fixDmaOffsets(InstanceData *inst); // only RW_PS2 +int32 unfixDmaOffsets(InstanceData *inst); + +struct PipeAttribute +{ + const char *name; + uint32 attrib; +}; + +extern bool adcHack; // use MASK write to initialize ADC field in vertex cluster +extern PipeAttribute attribXYZ; +extern PipeAttribute attribXYZW; +extern PipeAttribute attribUV; +extern PipeAttribute attribUV2; +extern PipeAttribute attribRGBA; +extern PipeAttribute attribNormal; +extern PipeAttribute attribWeights; + +class MatPipeline : public rw::Pipeline +{ +public: + uint32 vifOffset; + uint32 inputStride; + // number of vertices for tri strips and lists + uint32 triStripCount, triListCount; + PipeAttribute *attribs[10]; + void (*instanceCB)(MatPipeline*, Geometry*, Mesh*, uint8**); + void (*uninstanceCB)(MatPipeline*, Geometry*, uint32*, Mesh*, uint8**); + void (*preUninstCB)(MatPipeline*, Geometry*); + void (*postUninstCB)(MatPipeline*, Geometry*); + // RW has more: + // instanceTestCB() + // resEntryAllocCB() + // bridgeCB() + // postMeshCB() + // vu1code + // primtype + + static uint32 getVertCount(uint32 top, uint32 inAttribs, + uint32 outAttribs, uint32 outBufs) { + return (top-outBufs)/(inAttribs*2+outAttribs*outBufs); + } + + void init(void); + static MatPipeline *create(void); + void destroy(void); + void dump(void); + void setTriBufferSizes(uint32 inputStride, uint32 bufferSize); + void instance(Geometry *g, InstanceData *inst, Mesh *m); + uint8 *collectData(Geometry *g, InstanceData *inst, Mesh *m, uint8 *data[]); +}; + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + MatPipeline *groupPipeline; + // RW has more: + // setupCB() + // finalizeCB() + // lightOffset + // lightSize +}; + +struct Vertex { + V3d p; + TexCoords t; + TexCoords t1; + RGBA c; + V3d n; + // skin + float32 w[4]; + uint8 i[4]; +}; + +void insertVertex(Geometry *geo, int32 i, uint32 mask, Vertex *v); + +extern ObjPipeline *defaultObjPipe; +extern MatPipeline *defaultMatPipe; + +void genericUninstanceCB(MatPipeline *pipe, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]); +void genericPreCB(MatPipeline *pipe, Geometry *geo); // skin and ADC +//void defaultUninstanceCB(MatPipeline *pipe, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]); +void skinInstanceCB(MatPipeline *, Geometry *g, Mesh *m, uint8 **data); +//void skinUninstanceCB(MatPipeline*, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[]); + +ObjPipeline *makeDefaultPipeline(void); +void dumpPipeline(rw::Pipeline *pipe); + +// ADC plugin + +// Each element in adcBits corresponds to an index in Mesh->indices, +// this assumes the Mesh indices are ADC formatted. +// ADCData->numBits != Mesh->numIndices. ADCData->numBits is probably +// equal to Mesh->numIndices before the Mesh gets ADC formatted. +// +// Can't convert between ADC-formatted and non-ADC-formatted yet :( + +struct ADCData +{ + bool32 adcFormatted; + int8 *adcBits; + int32 numBits; +}; +extern int32 adcOffset; +void registerADCPlugin(void); + +int8 *getADCbits(Geometry *geo); +int8 *getADCbitsForMesh(Geometry *geo, Mesh *mesh); +void convertADC(Geometry *g); +void unconvertADC(Geometry *geo); +void allocateADC(Geometry *geo); + +// PDS plugin + +Pipeline *getPDSPipe(uint32 data); +void registerPDSPipe(Pipeline *pipe); +void registerPDSPlugin(int32 n); +void registerPluginPDSPipes(void); + +// Native Texture and Raster + +struct Ps2Raster +{ + enum Flags { + NEWSTYLE = 0x1, // has GIF tags and transfer DMA chain + SWIZZLED8 = 0x2, + SWIZZLED4 = 0x4 + }; + struct PixelPtr { + // RW has pixels as second element but we don't want this struct + // to be longer than 16 bytes + uint8 *pixels; + // palette can be allocated in last level, in that case numTransfers is + // one less than numTotalTransfers. + int32 numTransfers; + int32 numTotalTransfers; + }; + + uint64 tex0; + uint32 paletteBase; // block address from beginning of GS data (words/64) + uint16 kl; + uint8 tex1low; // MXL and LCM of TEX1 + uint8 unk2; + uint64 miptbp1; + uint64 miptbp2; + uint32 pixelSize; // in bytes + uint32 paletteSize; // in bytes + uint32 totalSize; // total size of texture on GS in words + int8 flags; + + uint8 *data; //tmp + uint32 dataSize; +}; + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETPS2RASTEREXT(raster) PLUGINOFFSET(rw::ps2::Ps2Raster, raster, rw::ps2::nativeRasterOffset) + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +} +} diff --git a/src/ps2/rwps2impl.h b/src/ps2/rwps2impl.h new file mode 100644 index 0000000..f455bd2 --- /dev/null +++ b/src/ps2/rwps2impl.h @@ -0,0 +1,16 @@ +namespace rw { +namespace ps2 { + +Raster *rasterCreate(Raster *raster); +uint8 *rasterLock(Raster*, int32 level, int32 lockMode); +void rasterUnlock(Raster*, int32 level); +uint8 *rasterLockPalette(Raster*, int32 lockMode); +void rasterUnlockPalette(Raster*); +int32 rasterNumLevels(Raster*); +bool32 imageFindRasterFormat(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format); +bool32 rasterFromImage(Raster *raster, Image *image); +Image *rasterToImage(Raster *raster); + +} +} diff --git a/src/ps2/rwps2plg.h b/src/ps2/rwps2plg.h new file mode 100644 index 0000000..8776a51 --- /dev/null +++ b/src/ps2/rwps2plg.h @@ -0,0 +1,27 @@ +namespace rw { +namespace ps2 { + +// MatFX plugin + +void initMatFX(void); +ObjPipeline *makeMatFXPipeline(void); + +// Skin plugin + +void initSkin(void); +ObjPipeline *makeSkinPipeline(void); + +void insertVertexSkin(Geometry *geo, int32 i, uint32 mask, Vertex *v); +int32 findVertexSkin(Geometry *g, uint32 flags[], uint32 mask, Vertex *v); + +Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset); +Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset); +int32 getSizeNativeSkin(void *object, int32 offset); + +void instanceSkinData(Geometry *g, Mesh *m, Skin *skin, uint32 *data); + +void skinPreCB(MatPipeline*, Geometry*); +void skinPostCB(MatPipeline*, Geometry*); + +} +} diff --git a/src/raster.cpp b/src/raster.cpp new file mode 100644 index 0000000..c7ebffe --- /dev/null +++ b/src/raster.cpp @@ -0,0 +1,559 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +//#include "ps2/rwps2.h" +#include "d3d/rwd3d.h" +#include "d3d/rwxbox.h" +//#include "d3d/rwd3d8.h" +//#include "d3d/rwd3d9.h" +#include "gl/rwgl3.h" + +#define PLUGIN_ID 0 + +namespace rw { + +int32 Raster::numAllocated; + +struct RasterGlobals +{ + int32 sp; + Raster *stack[32]; +}; +int32 rasterModuleOffset; + +#define RASTERGLOBAL(v) (PLUGINOFFSET(RasterGlobals, engine, rasterModuleOffset)->v) + +static void* +rasterOpen(void *object, int32 offset, int32 size) +{ + int i; + rasterModuleOffset = offset; + RASTERGLOBAL(sp) = -1; + for(i = 0; i < (int)nelem(RASTERGLOBAL(stack)); i++) + RASTERGLOBAL(stack)[i] = nil; + return object; +} + +static void* +rasterClose(void *object, int32 offset, int32 size) +{ + return object; +} + +void +Raster::registerModule(void) +{ + Engine::registerPlugin(sizeof(RasterGlobals), ID_RASTERMODULE, rasterOpen, rasterClose); +} + +Raster* +Raster::create(int32 width, int32 height, int32 depth, int32 format, int32 platform) +{ + // TODO: pass arguments through to the driver and create the raster there + Raster *raster = (Raster*)rwMalloc(s_plglist.size, MEMDUR_EVENT); // TODO + assert(raster != nil); + numAllocated++; + raster->parent = raster; + raster->offsetX = 0; + raster->offsetY = 0; + raster->platform = platform ? platform : rw::platform; + raster->type = format & 0x7; + raster->flags = format & 0xF8; + raster->privateFlags = 0; + raster->format = format & 0xFF00; + raster->width = width; + raster->height = height; + raster->depth = depth; + raster->stride = 0; + raster->pixels = raster->palette = nil; + s_plglist.construct(raster); + +// printf("%d %d %d %d\n", raster->type, raster->width, raster->height, raster->depth); + return engine->driver[raster->platform]->rasterCreate(raster); +} + +void +Raster::subRaster(Raster *parent, Rect *r) +{ + if((this->flags & DONTALLOCATE) == 0) + return; + this->width = r->w; + this->height = r->h; + this->offsetX = parent->offsetX + r->x; + this->offsetY = parent->offsetY + r->y; + this->parent = parent->parent; +} + +void +Raster::destroy(void) +{ + s_plglist.destruct(this); + rwFree(this); + numAllocated--; +} + +uint8* +Raster::lock(int32 level, int32 lockMode) +{ + return engine->driver[this->platform]->rasterLock(this, level, lockMode); +} + +void +Raster::unlock(int32 level) +{ + engine->driver[this->platform]->rasterUnlock(this, level); +} + +uint8* +Raster::lockPalette(int32 lockMode) +{ + return engine->driver[this->platform]->rasterLockPalette(this, lockMode); +} + +void +Raster::unlockPalette(void) +{ + engine->driver[this->platform]->rasterUnlockPalette(this); +} + +int32 +Raster::getNumLevels(void) +{ + return engine->driver[this->platform]->rasterNumLevels(this); +} + +int32 +Raster::calculateNumLevels(int32 width, int32 height) +{ + int32 size = width >= height ? width : height; + int32 n; + for(n = 0; size != 0; n++) + size /= 2; + return n; +} + +bool +Raster::formatHasAlpha(int32 format) +{ + return (format & 0xF00) == Raster::C8888 || + (format & 0xF00) == Raster::C1555 || + (format & 0xF00) == Raster::C4444; +} + +bool32 +Raster::imageFindRasterFormat(Image *image, int32 type, + int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat, + int32 platform) +{ + return engine->driver[platform ? platform : rw::platform]->imageFindRasterFormat( + image, type, pWidth, pHeight, pDepth, pFormat); +} + +Raster* +Raster::setFromImage(Image *image, int32 platform) +{ + if(engine->driver[platform ? platform : rw::platform]->rasterFromImage(this, image)) + return this; + return nil; +} + +Raster* +Raster::createFromImage(Image *image, int32 platform) +{ + Raster *raster; + int32 width, height, depth, format; + if(!imageFindRasterFormat(image, TEXTURE, &width, &height, &depth, &format, platform)) + return nil; + raster = Raster::create(width, height, depth, format, platform); + if(raster == nil) + return nil; + return raster->setFromImage(image, platform); +} + +Image* +Raster::toImage(void) +{ + return engine->driver[this->platform]->rasterToImage(this); +} + +void +Raster::show(uint32 flags) +{ + engine->device.showRaster(this, flags); +} + +Raster* +Raster::pushContext(Raster *raster) +{ + RasterGlobals *g = PLUGINOFFSET(RasterGlobals, engine, rasterModuleOffset); + if(g->sp >= (int32)nelem(g->stack)-1) + return nil; + return g->stack[++g->sp] = raster; +} + +Raster* +Raster::popContext(void) +{ + RasterGlobals *g = PLUGINOFFSET(RasterGlobals, engine, rasterModuleOffset); + if(g->sp < 0) + return nil; + return g->stack[g->sp--]; +} + +Raster* +Raster::getCurrentContext(void) +{ + RasterGlobals *g = PLUGINOFFSET(RasterGlobals, engine, rasterModuleOffset); + if(g->sp < 0 || g->sp >= (int32)nelem(g->stack)) + return nil; + return g->stack[g->sp]; +} + +bool32 +Raster::renderFast(int32 x, int32 y) +{ + return engine->device.rasterRenderFast(this,x, y); +} + +void +conv_RGBA8888_from_RGBA8888(uint8 *out, uint8 *in) +{ + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = in[3]; +} + +void +conv_BGRA8888_from_RGBA8888(uint8 *out, uint8 *in) +{ + out[2] = in[0]; + out[1] = in[1]; + out[0] = in[2]; + out[3] = in[3]; +} + +void +conv_RGBA8888_from_RGB888(uint8 *out, uint8 *in) +{ + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; + out[3] = 0xFF; +} + +void +conv_BGRA8888_from_RGB888(uint8 *out, uint8 *in) +{ + out[2] = in[0]; + out[1] = in[1]; + out[0] = in[2]; + out[3] = 0xFF; +} + +void +conv_RGB888_from_RGB888(uint8 *out, uint8 *in) +{ + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; +} + +void +conv_BGR888_from_RGB888(uint8 *out, uint8 *in) +{ + out[2] = in[0]; + out[1] = in[1]; + out[0] = in[2]; +} + +void +conv_ARGB1555_from_ARGB1555(uint8 *out, uint8 *in) +{ + out[0] = in[0]; + out[1] = in[1]; +} + +void +conv_ARGB1555_from_RGB555(uint8 *out, uint8 *in) +{ + out[0] = in[0]; + out[1] = in[1] | 0x80; +} + +void +conv_RGBA5551_from_ARGB1555(uint8 *out, uint8 *in) +{ + uint32 r, g, b, a; + a = (in[1]>>7) & 1; + r = (in[1]>>2) & 0x1F; + g = (in[1]&3)<<3 | ((in[0]>>5)&7); + b = in[0] & 0x1F; + out[0] = a | b<<1 | g<<6; + out[1] = g>>2 | r<<3; +} + +void +conv_ARGB1555_from_RGBA5551(uint8 *out, uint8 *in) +{ + uint32 r, g, b, a; + a = in[0] & 1; + b = (in[0]>>1) & 0x1F; + g = (in[1]&7)<<2 | ((in[0]>>6)&3); + r = (in[1]>>3) & 0x1F; + out[0] = b | g<<5; + out[1] = g>>3 | r<<2 | a<<7; +} + +void +conv_RGBA8888_from_ARGB1555(uint8 *out, uint8 *in) +{ + uint32 r, g, b, a; + a = (in[1]>>7) & 1; + r = (in[1]>>2) & 0x1F; + g = (in[1]&3)<<3 | ((in[0]>>5)&7); + b = in[0] & 0x1F; + out[0] = r*0xFF/0x1f; + out[1] = g*0xFF/0x1f; + out[2] = b*0xFF/0x1f; + out[3] = a*0xFF; +} + +void +conv_ABGR1555_from_ARGB1555(uint8 *out, uint8 *in) +{ + uint32 r, b; + r = (in[1]>>2) & 0x1F; + b = in[0] & 0x1F; + out[1] = (in[1]&0x83) | b<<2; + out[0] = (in[0]&0xE0) | r; +} + +void +expandPal4(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h) +{ + int32 x, y; + for(y = 0; y < h; y++) + for(x = 0; x < w/2; x++){ + dst[y*dststride + x*2 + 0] = src[y*srcstride + x] & 0xF; + dst[y*dststride + x*2 + 1] = src[y*srcstride + x] >> 4; + } +} +void +compressPal4(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h) +{ + int32 x, y; + for(y = 0; y < h; y++) + for(x = 0; x < w/2; x++) + dst[y*dststride + x] = src[y*srcstride + x*2 + 0] | src[y*srcstride + x*2 + 1] << 4; +} + +void +expandPal4_BE(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h) +{ + int32 x, y; + for(y = 0; y < h; y++) + for(x = 0; x < w/2; x++){ + dst[y*dststride + x*2 + 1] = src[y*srcstride + x] & 0xF; + dst[y*dststride + x*2 + 0] = src[y*srcstride + x] >> 4; + } +} +void +compressPal4_BE(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h) +{ + int32 x, y; + for(y = 0; y < h; y++) + for(x = 0; x < w/2; x++) + dst[y*dststride + x] = src[y*srcstride + x*2 + 1] | src[y*srcstride + x*2 + 0] << 4; +} + +void +copyPal8(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h) +{ + int32 x, y; + for(y = 0; y < h; y++) + for(x = 0; x < w; x++) + dst[y*dststride + x] = src[y*srcstride + x]; +} + + + +// Platform conversion + +static rw::Raster* +xbox_to_d3d(rw::Raster *ras) +{ + using namespace rw; + + int dxt = 0; + xbox::XboxRaster *xboxras = GETXBOXRASTEREXT(ras); + if(xboxras->customFormat){ + switch(xboxras->format){ + case xbox::D3DFMT_DXT1: dxt = 1; break; + case xbox::D3DFMT_DXT3: dxt = 3; break; + case xbox::D3DFMT_DXT5: dxt = 5; break; + } + } + if(dxt == 0) + return nil; + + Raster *newras = Raster::create(ras->width, ras->height, ras->depth, + ras->format | Raster::TEXTURE | Raster::DONTALLOCATE); + int numLevels = ras->getNumLevels(); + d3d::allocateDXT(newras, dxt, numLevels, xboxras->hasAlpha); + for(int i = 0; i < numLevels; i++){ + uint8 *srcpx = ras->lock(i, Raster::LOCKREAD); + // uint8 *dstpx = newras->lock(i, Raster::LOCKWRITE | Raster::LOCKNOFETCH); + d3d::setTexels(newras, srcpx, i); + // flipDXT(dxt, dstpx, srcpx, ras->width, ras->height); + ras->unlock(i); + // newras->unlock(i); + } + + return newras; +} + +static rw::Raster* +d3d_to_gl3(rw::Raster *ras) +{ +#ifdef RW_GL3 + using namespace rw; + + if(!gl3::gl3Caps.dxtSupported) + return nil; + + int dxt = 0; + d3d::D3dRaster *d3dras = GETD3DRASTEREXT(ras); + if(d3dras->customFormat){ + switch(d3dras->format){ + case d3d::D3DFMT_DXT1: dxt = 1; break; + case d3d::D3DFMT_DXT3: dxt = 3; break; + case d3d::D3DFMT_DXT5: dxt = 5; break; + } + } + if(dxt == 0) + return nil; + + Raster *newras = Raster::create(ras->width, ras->height, ras->depth, + ras->format | Raster::TEXTURE | Raster::DONTALLOCATE); + int numLevels = ras->getNumLevels(); + gl3::allocateDXT(newras, dxt, numLevels, d3dras->hasAlpha); + for(int i = 0; i < numLevels; i++){ + uint8 *srcpx = ras->lock(i, Raster::LOCKREAD); + uint8 *dstpx = newras->lock(i, Raster::LOCKWRITE | Raster::LOCKNOFETCH); + flipDXT(dxt, dstpx, srcpx, ras->width, ras->height); + ras->unlock(i); + newras->unlock(i); + } + + return newras; +#else + return nil; +#endif +} + +static rw::Raster* +xbox_to_gl3(rw::Raster *ras) +{ +#ifdef RW_GL3 + using namespace rw; + + int dxt = 0; + xbox::XboxRaster *xboxras = GETXBOXRASTEREXT(ras); + if(xboxras->customFormat){ + switch(xboxras->format){ + case xbox::D3DFMT_DXT1: dxt = 1; break; + case xbox::D3DFMT_DXT3: dxt = 3; break; + case xbox::D3DFMT_DXT5: dxt = 5; break; + } + } + if(dxt == 0) + return nil; + + Raster *newras = Raster::create(ras->width, ras->height, ras->depth, + ras->format | Raster::TEXTURE | Raster::DONTALLOCATE); + int numLevels = ras->getNumLevels(); + gl3::allocateDXT(newras, dxt, numLevels, xboxras->hasAlpha); + for(int i = 0; i < numLevels; i++){ + uint8 *srcpx = ras->lock(i, Raster::LOCKREAD); + uint8 *dstpx = newras->lock(i, Raster::LOCKWRITE | Raster::LOCKNOFETCH); + flipDXT(dxt, dstpx, srcpx, ras->width, ras->height); + ras->unlock(i); + newras->unlock(i); + } + + return newras; +#else + return nil; +#endif +} + +rw::Raster* +Raster::convertTexToCurrentPlatform(rw::Raster *ras) +{ + using namespace rw; + + if(ras->platform == rw::platform) + return ras; + // compatible platforms + if((ras->platform == PLATFORM_D3D8 && rw::platform == PLATFORM_D3D9) || + (ras->platform == PLATFORM_D3D9 && rw::platform == PLATFORM_D3D8)) + return ras; + + // special cased conversion for DXT + if((ras->platform == PLATFORM_D3D8 || ras->platform == PLATFORM_D3D9) && rw::platform == PLATFORM_GL3){ + Raster *newras = d3d_to_gl3(ras); + if(newras){ + ras->destroy(); + return newras; + } + }else if(ras->platform == PLATFORM_XBOX && (rw::platform == PLATFORM_D3D9 || rw::platform == PLATFORM_D3D8)){ + Raster *newras = xbox_to_d3d(ras); + if(newras){ + ras->destroy(); + return newras; + } + }else if(ras->platform == PLATFORM_XBOX && rw::platform == PLATFORM_GL3){ + Raster *newras = xbox_to_gl3(ras); + if(newras){ + ras->destroy(); + return newras; + } + } + + // fall back to going through Image directly + int32 width, height, depth, format; + Image *img = ras->toImage(); + // TODO: maybe don't *always* do this? + img->unpalettize(); + Raster::imageFindRasterFormat(img, Raster::TEXTURE, &width, &height, &depth, &format); + format |= ras->format & (Raster::MIPMAP | Raster::AUTOMIPMAP); + Raster *newras = Raster::create(width, height, depth, format); + newras->setFromImage(img); + img->destroy(); + int numLevels = ras->getNumLevels(); + for(int i = 1; i < numLevels; i++){ + ras->lock(i, Raster::LOCKREAD); + img = ras->toImage(); + // TODO: maybe don't *always* do this? + img->unpalettize(); + newras->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + newras->setFromImage(img); + newras->unlock(i); + ras->unlock(i); + } + ras->destroy(); + ras = newras; + return ras; +} + + +} diff --git a/src/render.cpp b/src/render.cpp new file mode 100644 index 0000000..6822c24 --- /dev/null +++ b/src/render.cpp @@ -0,0 +1,96 @@ +#include + +#include "rwbase.h" +#include "rwplg.h" +#include "rwengine.h" +#include "rwrender.h" + +namespace rw { + +void SetRenderState(int32 state, uint32 value){ + engine->device.setRenderState(state, (void*)(uintptr)value); } + +void SetRenderStatePtr(int32 state, void *value){ + engine->device.setRenderState(state, value); } + +uint32 GetRenderState(int32 state){ + return (uint32)(uintptr)engine->device.getRenderState(state); } + +void *GetRenderStatePtr(int32 state){ + return engine->device.getRenderState(state); } + +// Im2D + +namespace im2d { + +float32 GetNearZ(void) { return engine->device.zNear; } +float32 GetFarZ(void) { return engine->device.zFar; } +void +RenderLine(void *verts, int32 numVerts, int32 vert1, int32 vert2) +{ + engine->device.im2DRenderLine(verts, numVerts, vert1, vert2); +} +void +RenderTriangle(void *verts, int32 numVerts, int32 vert1, int32 vert2, int32 vert3) +{ + engine->device.im2DRenderTriangle(verts, numVerts, vert1, vert2, vert3); +} +void +RenderIndexedPrimitive(PrimitiveType type, void *verts, int32 numVerts, void *indices, int32 numIndices) +{ + engine->device.im2DRenderIndexedPrimitive(type, verts, numVerts, indices, numIndices); +} +void +RenderPrimitive(PrimitiveType type, void *verts, int32 numVerts) +{ + engine->device.im2DRenderPrimitive(type, verts, numVerts); +} + +} + +// Im3D + +namespace im3d { + +void +Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags) +{ + engine->device.im3DTransform(vertices, numVertices, world, flags); +} +void +RenderLine(int32 vert1, int32 vert2) +{ + int16 indices[2]; + indices[0] = vert1; + indices[1] = vert2; + RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indices, 2); +} +void +RenderTriangle(int32 vert1, int32 vert2, int32 vert3) +{ + int16 indices[3]; + indices[0] = vert1; + indices[1] = vert2; + indices[2] = vert3; + RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, 3); +} +void +RenderPrimitive(PrimitiveType primType) +{ + engine->device.im3DRenderPrimitive(primType); +} +void +RenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices) +{ + engine->device.im3DRenderIndexedPrimitive(primType, indices, numIndices); +} +void +End(void) +{ + engine->device.im3DEnd(); +} + +} + +} + diff --git a/src/rwanim.h b/src/rwanim.h new file mode 100644 index 0000000..e6dd1d5 --- /dev/null +++ b/src/rwanim.h @@ -0,0 +1,195 @@ +#include + +namespace rw { + +struct Animation; + +// These sizes of these are sadly not platform independent +// because pointer sizes can vary. + +struct KeyFrameHeader +{ + KeyFrameHeader *prev; + float32 time; + + KeyFrameHeader *next(int32 sz){ + return (KeyFrameHeader*)((uint8*)this + sz); } +}; + +struct InterpFrameHeader +{ + KeyFrameHeader *keyFrame1; + KeyFrameHeader *keyFrame2; +}; + +struct AnimInterpolatorInfo +{ + typedef void (*ApplyCB)(void *result, void *frame); + typedef void (*BlendCB)(void *out, void *in1, void *in2, float32 a); + typedef void (*InterpCB)(void *out, void *in1, void *in2, float32 t, + void *custom); + typedef void (*AddCB)(void *out, void *in1, void *in2); + typedef void (*MulRecipCB)(void *frame, void *start); + + int32 id; + int32 interpKeyFrameSize; + int32 animKeyFrameSize; + int32 customDataSize; + + ApplyCB applyCB; + BlendCB blendCB; + InterpCB interpCB; + AddCB addCB; + MulRecipCB mulRecipCB; + void (*streamRead)(Stream *stream, Animation *anim); + void (*streamWrite)(Stream *stream, Animation *anim); + uint32 (*streamGetSize)(Animation *anim); + + static void registerInterp(AnimInterpolatorInfo *interpInfo); + static void unregisterInterp(AnimInterpolatorInfo *interpInfo); + static AnimInterpolatorInfo *find(int32 id); +}; + +struct Animation +{ + AnimInterpolatorInfo *interpInfo; + int32 numFrames; + int32 flags; + float32 duration; + void *keyframes; + void *customData; + + static Animation *create(AnimInterpolatorInfo*, int32 numFrames, + int32 flags, float duration); + void destroy(void); + int32 getNumNodes(void); + KeyFrameHeader *getAnimFrame(int32 n){ + return (KeyFrameHeader*)((uint8*)this->keyframes + + n*this->interpInfo->animKeyFrameSize); + } + static Animation *streamRead(Stream *stream); + static Animation *streamReadLegacy(Stream *stream); + bool streamWrite(Stream *stream); + bool streamWriteLegacy(Stream *stream); + uint32 streamGetSize(void); +}; + +struct AnimInterpolator +{ + Animation *currentAnim; + float32 currentTime; + void *nextFrame; + int32 maxInterpKeyFrameSize; + int32 currentInterpKeyFrameSize; + int32 currentAnimKeyFrameSize; + int32 numNodes; + // TODO some callbacks, parent/sub + // cached from the InterpolatorInfo + AnimInterpolatorInfo::ApplyCB applyCB; + AnimInterpolatorInfo::BlendCB blendCB; + AnimInterpolatorInfo::InterpCB interpCB; + AnimInterpolatorInfo::AddCB addCB; + // after this interpolated frames + + static AnimInterpolator *create(int32 numNodes, int32 maxKeyFrameSize); + void destroy(void); + bool32 setCurrentAnim(Animation *anim); + void addTime(float32 t); + void *getFrames(void){ return this+1;} + InterpFrameHeader *getInterpFrame(int32 n){ + return (InterpFrameHeader*)((uint8*)getFrames() + + n*currentInterpKeyFrameSize); + } + KeyFrameHeader *getAnimFrame(int32 n){ + return (KeyFrameHeader*)((uint8*)currentAnim->keyframes + + n*currentAnimKeyFrameSize); + } +}; + +// +// UV anim +// + +struct UVAnimParamData +{ + float32 theta; // rotation + float32 s0; // scale x + float32 s1; // scale y + float32 skew; // skew + float32 x; // x pos + float32 y; // y pos +}; + +struct UVAnimKeyFrame +{ + UVAnimKeyFrame *prev; + float32 time; + float32 uv[6]; +}; + +struct UVAnimInterpFrame +{ + UVAnimKeyFrame *keyFrame1; + UVAnimKeyFrame *keyFrame2; + float32 uv[6]; +}; + +struct UVAnimDictionary; + +// RW does it differently...maybe we should implement RtDict +// and make it more general? + +struct UVAnimCustomData +{ + char name[32]; + int32 nodeToUVChannel[8]; + int32 refCount; + + void destroy(Animation *anim); + static UVAnimCustomData *get(Animation *anim){ + return (UVAnimCustomData*)anim->customData; } +}; + +// This should be more general probably +struct UVAnimDictEntry +{ + Animation *anim; + LLLink inDict; + static UVAnimDictEntry *fromDict(LLLink *lnk){ + return LLLinkGetData(lnk, UVAnimDictEntry, inDict); } +}; + +// This too +struct UVAnimDictionary +{ + LinkList animations; + + static UVAnimDictionary *create(void); + void destroy(void); + int32 count(void) { return this->animations.count(); } + void add(Animation *anim); + Animation *find(const char *name); + + static UVAnimDictionary *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); +}; + +extern UVAnimDictionary *currentUVAnimDictionary; + +// Material plugin +struct UVAnim +{ + Matrix *uv[2]; + AnimInterpolator *interp[8]; + + static bool32 exists(Material *mat); + static void addTime(Material *mat, float32 t); + static void applyUpdate(Material *mat); +}; + +extern int32 uvAnimOffset; + +void registerUVAnimPlugin(void); + +} diff --git a/src/rwbase.h b/src/rwbase.h new file mode 100644 index 0000000..6bc8a54 --- /dev/null +++ b/src/rwbase.h @@ -0,0 +1,716 @@ +#ifndef RW_PS2 +#include +#endif +#include +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +// TODO: clean up the opengl defines +// and figure out what we even want here... +#ifdef RW_GL3 +#define RW_OPENGL +#define RWDEVICE gl3 +// doesn't help +//#define RW_GL_USE_VAOS +#endif + +#ifdef RW_GLES2 +#define RW_GLES +#endif +#ifdef RW_GLES3 +#define RW_GLES +#endif + +#ifdef RW_D3D9 +#define RWDEVICE d3d +#define RWHALFPIXEL +#endif + +#ifdef RW_D3D8 +#define RWDEVICE d3d +#endif + +#ifdef RW_PS2 +#define RWHALFPIXEL +#define RWDEVICE ps2 +#endif + +#ifdef RW_WDGL +#define RW_OPENGL +#endif + +namespace rw { + +#ifdef RW_PS2 + typedef char int8; + typedef short int16; + typedef int int32; + typedef long long int64; + typedef unsigned char uint8; + typedef unsigned short uint16; + typedef unsigned int uint32; + typedef unsigned long long uint64; + typedef unsigned int uintptr; +#else + /* get rid of the stupid _t */ + typedef int8_t int8; + typedef int16_t int16; + typedef int32_t int32; + typedef int64_t int64; + typedef uint8_t uint8; + typedef uint16_t uint16; + typedef uint32_t uint32; + typedef uint64_t uint64; + typedef uintptr_t uintptr; +#endif + +typedef float float32; +typedef int32 bool32; +typedef uint8 byte; +typedef uint32 uint; + +#ifndef nil +#define nil NULL +#endif + +#ifndef nelem +#define nelem(A) (sizeof(A) / sizeof A[0]) +#endif + +#ifdef __GNUC__ +#define RWALIGN(n) __attribute__ ((aligned (n))) +#else +#ifdef _MSC_VER +#define RWALIGN(n) __declspec(align(n)) +#else +#define RWALIGN(n) // unknown compiler...ignore +#endif +#endif + +// Lists + +struct LLLink +{ + LLLink *next; + LLLink *prev; + void init(void){ + this->next = nil; + this->prev = nil; + } + void remove(void){ + this->prev->next = this->next; + this->next->prev = this->prev; + } +}; + +#define LLLinkGetData(linkvar,type,entry) \ + ((type*)(((rw::uint8*)(linkvar))-offsetof(type,entry))) + +// Have to be careful since the link might be deleted. +#define FORLIST(_link, _list) \ + for(rw::LLLink *_next = nil, *_link = (_list).link.next; \ + _next = (_link)->next, (_link) != (_list).end(); \ + (_link) = _next) + +struct LinkList +{ + LLLink link; + void init(void){ + this->link.next = &this->link; + this->link.prev = &this->link; + } + bool32 isEmpty(void){ + return this->link.next == &this->link; + } + void add(LLLink *link){ + link->next = this->link.next; + link->prev = &this->link; + this->link.next->prev = link; + this->link.next = link; + } + void append(LLLink *link){ + link->next = &this->link; + link->prev = this->link.prev; + this->link.prev->next = link; + this->link.prev = link; + } + LLLink *end(void){ + return &this->link; + } + int32 count(void){ + int32 n = 0; + FORLIST(lnk, (*this)) + n++; + return n; + } +}; + +// Mathematical types + +struct RGBA +{ + uint8 red; + uint8 green; + uint8 blue; + uint8 alpha; +}; +inline RGBA makeRGBA(uint8 r, uint8 g, uint8 b, uint8 a) { RGBA c; c.red = r; c.green = g; c.blue = b; c.alpha = a; return c; } +inline bool32 equal(const RGBA &c1, const RGBA &c2) { return c1.red == c2.red && c1.green == c2.green && c1.blue == c2.blue && c1.alpha == c2.alpha; } +#define RWRGBAINT(r, g, b, a) ((uint32)((((a)&0xff)<<24)|(((b)&0xff)<<16)|(((g)&0xff)<<8)|((r)&0xff))) + +struct RGBAf +{ + float32 red; + float32 green; + float32 blue; + float32 alpha; +}; +inline RGBAf makeRGBAf(float32 r, float32 g, float32 b, float32 a) { RGBAf c; c.red = r; c.green = g; c.blue = b; c.alpha = a; return c; } +inline bool32 equal(const RGBAf &c1, const RGBAf &c2) { return c1.red == c2.red && c1.green == c2.green && c1.blue == c2.blue && c1.alpha == c2.alpha; } +inline RGBAf add(const RGBAf &a, const RGBAf &b) { return makeRGBAf(a.red+b.red, a.green+b.green, a.blue+b.blue, a.alpha+b.alpha); } +inline RGBAf modulate(const RGBAf &a, const RGBAf &b) { return makeRGBAf(a.red*b.red, a.green*b.green, a.blue*b.blue, a.alpha*b.alpha); } +inline RGBAf scale(const RGBAf &a, float32 f) { return makeRGBAf(a.red*f, a.green*f, a.blue*f, a.alpha*f); } +inline void clamp(RGBAf *a) { + if(a->red > 1.0f) a->red = 1.0f; + if(a->red < 0.0f) a->red = 0.0f; + if(a->green > 1.0f) a->green = 1.0f; + if(a->green < 0.0f) a->green = 0.0f; + if(a->blue > 1.0f) a->blue = 1.0f; + if(a->blue < 0.0f) a->blue = 0.0f; + if(a->alpha > 1.0f) a->alpha = 1.0f; + if(a->alpha < 0.0f) a->alpha = 0.0f; +} + +inline void convColor(RGBA *i, const RGBAf *f){ + int32 c; + c = (int32)(f->red*255.0f + 0.5f); + i->red = (uint8)c; + c = (int32)(f->green*255.0f + 0.5f); + i->green = (uint8)c; + c = (int32)(f->blue*255.0f + 0.5f); + i->blue = (uint8)c; + c = (int32)(f->alpha*255.0f + 0.5f); + i->alpha = (uint8)c; +} + +inline void convColor(RGBAf *f, const RGBA *i){ + f->red = i->red/255.0f; + f->green = i->green/255.0f; + f->blue = i->blue/255.0f; + f->alpha = i->alpha/255.0f; +} + +struct TexCoords +{ + float32 u, v; +}; +inline bool32 equal(const TexCoords &t1, const TexCoords &t2) { return t1.u == t2.u && t1.v == t2.v; } + +struct V2d; +struct V3d; +struct Quat; +struct Matrix; + +struct V2d +{ + float32 x, y; + void set(float32 x, float32 y){ + this->x = x; this->y = y; } +}; + +inline V2d makeV2d(float32 x, float32 y) { V2d v; v.x = x; v.y = y; return v; } +inline bool32 equal(const V2d &v1, const V2d &v2) { return v1.x == v2.x && v1.y == v2.y; } +inline V2d neg(const V2d &a) { return makeV2d(-a.x, -a.y); } +inline V2d add(const V2d &a, const V2d &b) { return makeV2d(a.x+b.x, a.y+b.y); } +inline V2d sub(const V2d &a, const V2d &b) { return makeV2d(a.x-b.x, a.y-b.y); } +inline V2d scale(const V2d &a, float32 r) { return makeV2d(a.x*r, a.y*r); } +inline float32 length(const V2d &v) { return sqrtf(v.x*v.x + v.y*v.y); } +inline V2d normalize(const V2d &v) { return scale(v, 1.0f/length(v)); } + +struct V3d +{ + float32 x, y, z; + void set(float32 x, float32 y, float32 z){ + this->x = x; this->y = y; this->z = z; } + static void transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m); + static void transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m); +}; + +inline V3d makeV3d(float32 x, float32 y, float32 z) { V3d v; v.x = x; v.y = y; v.z = z; return v; } +inline bool32 equal(const V3d &v1, const V3d &v2) { return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z; } +inline V3d neg(const V3d &a) { return makeV3d(-a.x, -a.y, -a.z); } +inline V3d add(const V3d &a, const V3d &b) { return makeV3d(a.x+b.x, a.y+b.y, a.z+b.z); } +inline V3d sub(const V3d &a, const V3d &b) { return makeV3d(a.x-b.x, a.y-b.y, a.z-b.z); } +inline V3d scale(const V3d &a, float32 r) { return makeV3d(a.x*r, a.y*r, a.z*r); } +inline float32 length(const V3d &v) { return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); } +inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); } +inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); } +V3d cross(const V3d &a, const V3d &b); +inline float32 dot(const V3d &a, const V3d &b) { return a.x*b.x + a.y*b.y + a.z*b.z; } +inline V3d lerp(const V3d &a, const V3d &b, float32 r){ + return makeV3d(a.x + r*(b.x - a.x), + a.y + r*(b.y - a.y), + a.z + r*(b.z - a.z)); +}; + +struct V4d +{ + float32 x, y, z, w; +}; +inline bool32 equal(const V4d &v1, const V4d &v2) { return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z && v1.w == v2.w; } + +enum CombineOp +{ + COMBINEREPLACE, + COMBINEPRECONCAT, + COMBINEPOSTCONCAT +}; + + +Quat makeQuat(float32 w, float32 x, float32 y, float32 z); +Quat makeQuat(float32 w, const V3d &vec); + +struct Quat +{ + // order is important for streaming and RW compatibility + float32 x, y, z, w; + + static Quat rotation(float32 angle, const V3d &axis){ + return makeQuat(cosf(angle/2.0f), scale(normalize(axis), sinf(angle/2.0f))); } + void set(float32 w, float32 x, float32 y, float32 z){ + this->w = w; this->x = x; this->y = y; this->z = z; } + V3d vec(void){ return makeV3d(x, y, z); } + + Quat *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT); +}; + +inline Quat makeQuat(float32 w, float32 x, float32 y, float32 z) { Quat q; q.x = x; q.y = y; q.z = z; q.w = w; return q; } +inline Quat makeQuat(float32 w, const V3d &vec) { return makeQuat(w, vec.x, vec.y, vec.z); } +inline Quat add(const Quat &q, const Quat &p) { return makeQuat(q.w+p.w, q.x+p.x, q.y+p.y, q.z+p.z); } +inline Quat sub(const Quat &q, const Quat &p) { return makeQuat(q.w-p.w, q.x-p.x, q.y-p.y, q.z-p.z); } +inline Quat negate(const Quat &q) { return makeQuat(-q.w, -q.x, -q.y, -q.z); } +inline float32 dot(const Quat &q, const Quat &p) { return q.w*p.w + q.x*p.x + q.y*p.y + q.z*p.z; } +inline Quat scale(const Quat &q, float32 r) { return makeQuat(q.w*r, q.x*r, q.y*r, q.z*r); } +inline float32 length(const Quat &q) { return sqrtf(q.w*q.w + q.x*q.x + q.y*q.y + q.z*q.z); } +inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); } +inline Quat conj(const Quat &q) { return makeQuat(q.w, -q.x, -q.y, -q.z); } +Quat mult(const Quat &q, const Quat &p); +inline V3d rotate(const V3d &v, const Quat &q) { return mult(mult(q, makeQuat(0.0f, v)), conj(q)).vec(); } +Quat lerp(const Quat &q, const Quat &p, float32 r); +Quat slerp(const Quat &q, const Quat &p, float32 a); + +struct RawMatrix +{ + V3d right; + float32 rightw; + V3d up; + float32 upw; + V3d at; + float32 atw; + V3d pos; + float32 posw; + + // NB: this is dst = src2*src1, i.e. src1 is applied first, then src2 + static void mult(RawMatrix *dst, RawMatrix *src1, RawMatrix *src2); + static void transpose(RawMatrix *dst, RawMatrix *src); + static void setIdentity(RawMatrix *dst); +}; + +struct Matrix +{ + enum Type { + TYPENORMAL = 1, + TYPEORTHOGONAL = 2, + TYPEORTHONORMAL = 3, + TYPEMASK = 3 + }; + enum Flags { + IDENTITY = 0x20000 + }; + struct Tolerance { + float32 normal; + float32 orthogonal; + float32 identity; + }; + + V3d right; + uint32 flags; + V3d up; + uint32 pad1; + V3d at; + uint32 pad2; + V3d pos; + uint32 pad3; + + static Matrix *create(void); + void destroy(void); + void setIdentity(void); + void optimize(Tolerance *tolerance = nil); + void update(void) { flags &= ~(int(IDENTITY) | int(TYPEMASK)); } + static Matrix *mult(Matrix *dst, const Matrix *src1, const Matrix *src2); + static Matrix *invert(Matrix *dst, const Matrix *src); + static Matrix *transpose(Matrix *dst, const Matrix *src); + Matrix *rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT); + Matrix *rotate(const Quat &q, CombineOp op = rw::COMBINEPOSTCONCAT); + Matrix *translate(const V3d *translation, CombineOp op = rw::COMBINEPOSTCONCAT); + Matrix *scale(const V3d *scl, CombineOp op = rw::COMBINEPOSTCONCAT); + Matrix *transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT); + Quat getRotation(void); + void lookAt(const V3d &dir, const V3d &up); + + // helper functions. consider private + static void mult_(Matrix *dst, const Matrix *src1, const Matrix *src2); + static void invertOrthonormal(Matrix *dst, const Matrix *src); + static Matrix *invertGeneral(Matrix *dst, const Matrix *src); + static void makeRotation(Matrix *dst, const V3d *axis, float32 angle); + static void makeRotation(Matrix *dst, const Quat &q); +private: + float32 normalError(void); + float32 orthogonalError(void); + float32 identityError(void); +}; + +inline void convMatrix(Matrix *dst, RawMatrix *src){ + *dst = *(Matrix*)src; + dst->optimize(); +} + +inline void convMatrix(RawMatrix *dst, Matrix *src){ + *dst = *(RawMatrix*)src; + dst->rightw = 0.0; + dst->upw = 0.0; + dst->atw = 0.0; + dst->posw = 1.0; +} + +struct Line +{ + V3d start; + V3d end; +}; + +struct Rect +{ + int32 x, y; + int32 w, h; +}; + +struct Sphere +{ + V3d center; + float32 radius; +}; + +struct Plane +{ + V3d normal; + float32 distance; +}; + +struct BBox +{ + V3d sup; + V3d inf; + + void initialize(V3d *point); + void addPoint(V3d *point); + void calculate(V3d *points, int32 n); + bool containsPoint(V3d *point); +}; + +enum PrimitiveType +{ + PRIMTYPENONE = 0, + PRIMTYPELINELIST, + PRIMTYPEPOLYLINE, + PRIMTYPETRILIST, + PRIMTYPETRISTRIP, + PRIMTYPETRIFAN, + PRIMTYPEPOINTLIST +}; + +/* + * Memory + */ + +void memNative32_func(void *data, uint32 size); +void memNative16_func(void *data, uint32 size); +void memLittle32_func(void *data, uint32 size); +void memLittle16_func(void *data, uint32 size); + +#ifdef BIGENDIAN +inline void memNative32(void *data, uint32 size) { memNative32_func(data, size); } +inline void memNative16(void *data, uint32 size) { memNative16_func(data, size); } +inline void memLittle32(void *data, uint32 size) { memLittle32_func(data, size); } +inline void memLittle16(void *data, uint32 size) { memLittle16_func(data, size); } +#define ASSERTLITTLE assert(0 && "unsafe code on big-endian") +#else +inline void memNative32(void *data, uint32 size) { } +inline void memNative16(void *data, uint32 size) { } +inline void memLittle32(void *data, uint32 size) { } +inline void memLittle16(void *data, uint32 size) { } +#define ASSERTLITTLE +#endif + +/* + * Streams + */ + +void makePath(char *filename); + +class Stream +{ +public: + virtual ~Stream(void) { close(); } + virtual void close(void) {} + virtual uint32 write8(const void *data, uint32 length) = 0; + virtual uint32 read8(void *data, uint32 length) = 0; + virtual void seek(int32 offset, int32 whence = 1) = 0; + virtual uint32 tell(void) = 0; + virtual bool eof(void) = 0; + uint32 write32(const void *data, uint32 length); + uint32 write16(const void *data, uint32 length); + uint32 read32(void *data, uint32 length); + uint32 read16(void *data, uint32 length); + int32 writeI8(int8 val); + int32 writeU8(uint8 val); + int32 writeI16(int16 val); + int32 writeU16(uint16 val); + int32 writeI32(int32 val); + int32 writeU32(uint32 val); + int32 writeF32(float32 val); + int8 readI8(void); + uint8 readU8(void); + int16 readI16(void); + uint16 readU16(void); + int32 readI32(void); + uint32 readU32(void); + float32 readF32(void); +}; + +class StreamMemory : public Stream +{ +public: + uint8 *data; + uint32 length; + uint32 capacity; + uint32 position; + + void close(void); + uint32 write8(const void *data, uint32 length); + uint32 read8(void *data, uint32 length); + void seek(int32 offset, int32 whence = 1); + uint32 tell(void); + bool eof(void); + StreamMemory *open(uint8 *data, uint32 length, uint32 capacity = 0); + uint32 getLength(void); + + enum { + S_EOF = 0xFFFFFFFF + }; +}; + +class StreamFile : public Stream +{ +public: + void *file; + StreamFile(void) { file = nil; } + void close(void); + uint32 write8(const void *data, uint32 length); + uint32 read8(void *data, uint32 length); + void seek(int32 offset, int32 whence = 1); + uint32 tell(void); + bool eof(void); + StreamFile *open(const char *path, const char *mode); +}; + +enum Platform +{ + PLATFORM_NULL = 0, + // D3D7 + PLATFORM_GL = 2, + // MAC + PLATFORM_PS2 = 4, + PLATFORM_XBOX = 5, + // GAMECUBE + // SOFTRAS + PLATFORM_D3D8 = 8, + PLATFORM_D3D9 = 9, + // PSP + + // non-stock-RW platforms + + PLATFORM_WDGL = 11, // WarDrum OpenGL + PLATFORM_GL3 = 12, // my GL3 implementation + + NUM_PLATFORMS, + + FOURCC_PS2 = 0x00325350 // 'PS2\0' +}; + +#define MAKEPLUGINID(v, id) (((v & 0xFFFFFF) << 8) | (id & 0xFF)) +#define MAKEPIPEID(v, id) (((v & 0xFFFF) << 16) | (id & 0xFFFF)) + +enum VendorID +{ + VEND_CORE = 0, + VEND_CRITERIONTK = 1, + VEND_CRITERIONINT = 4, + VEND_CRITERIONWORLD = 5, + // Used for rasters (platform-specific) + VEND_RASTER = 10, + // Used for driver/device allocation tags + VEND_DRIVER = 11 +}; + +// TODO: modules (VEND_CRITERIONINT) + +enum PluginID +{ + // Core + ID_NAOBJECT = MAKEPLUGINID(VEND_CORE, 0x00), + ID_STRUCT = MAKEPLUGINID(VEND_CORE, 0x01), + ID_STRING = MAKEPLUGINID(VEND_CORE, 0x02), + ID_EXTENSION = MAKEPLUGINID(VEND_CORE, 0x03), + ID_CAMERA = MAKEPLUGINID(VEND_CORE, 0x05), + ID_TEXTURE = MAKEPLUGINID(VEND_CORE, 0x06), + ID_MATERIAL = MAKEPLUGINID(VEND_CORE, 0x07), + ID_MATLIST = MAKEPLUGINID(VEND_CORE, 0x08), + ID_WORLD = MAKEPLUGINID(VEND_CORE, 0x0B), + ID_MATRIX = MAKEPLUGINID(VEND_CORE, 0x0D), + ID_FRAMELIST = MAKEPLUGINID(VEND_CORE, 0x0E), + ID_GEOMETRY = MAKEPLUGINID(VEND_CORE, 0x0F), + ID_CLUMP = MAKEPLUGINID(VEND_CORE, 0x10), + ID_LIGHT = MAKEPLUGINID(VEND_CORE, 0x12), + ID_ATOMIC = MAKEPLUGINID(VEND_CORE, 0x14), + ID_TEXTURENATIVE = MAKEPLUGINID(VEND_CORE, 0x15), + ID_TEXDICTIONARY = MAKEPLUGINID(VEND_CORE, 0x16), + ID_IMAGE = MAKEPLUGINID(VEND_CORE, 0x18), + ID_GEOMETRYLIST = MAKEPLUGINID(VEND_CORE, 0x1A), + ID_ANIMANIMATION = MAKEPLUGINID(VEND_CORE, 0x1B), + ID_RIGHTTORENDER = MAKEPLUGINID(VEND_CORE, 0x1F), + ID_UVANIMDICT = MAKEPLUGINID(VEND_CORE, 0x2B), + + // Toolkit + ID_SKYMIPMAP = MAKEPLUGINID(VEND_CRITERIONTK, 0x10), + ID_SKIN = MAKEPLUGINID(VEND_CRITERIONTK, 0x16), + ID_HANIM = MAKEPLUGINID(VEND_CRITERIONTK, 0x1E), + ID_USERDATA = MAKEPLUGINID(VEND_CRITERIONTK, 0x1F), + ID_MATFX = MAKEPLUGINID(VEND_CRITERIONTK, 0x20), + ID_ANISOT = MAKEPLUGINID(VEND_CRITERIONTK, 0x27), + ID_PDS = MAKEPLUGINID(VEND_CRITERIONTK, 0x31), + ID_ADC = MAKEPLUGINID(VEND_CRITERIONTK, 0x34), + ID_UVANIMATION = MAKEPLUGINID(VEND_CRITERIONTK, 0x35), + + // World + ID_MESH = MAKEPLUGINID(VEND_CRITERIONWORLD, 0x0E), + ID_NATIVEDATA = MAKEPLUGINID(VEND_CRITERIONWORLD, 0x10), + ID_VERTEXFMT = MAKEPLUGINID(VEND_CRITERIONWORLD, 0x11), + + // custom native raster + ID_RASTERGL = MAKEPLUGINID(VEND_RASTER, PLATFORM_GL), + ID_RASTERPS2 = MAKEPLUGINID(VEND_RASTER, PLATFORM_PS2), + ID_RASTERXBOX = MAKEPLUGINID(VEND_RASTER, PLATFORM_XBOX), + ID_RASTERD3D8 = MAKEPLUGINID(VEND_RASTER, PLATFORM_D3D8), + ID_RASTERD3D9 = MAKEPLUGINID(VEND_RASTER, PLATFORM_D3D9), + ID_RASTERWDGL = MAKEPLUGINID(VEND_RASTER, PLATFORM_WDGL), + ID_RASTERGL3 = MAKEPLUGINID(VEND_RASTER, PLATFORM_GL3), + + // anything driver/device related (only as allocation tag) + ID_DRIVER = MAKEPLUGINID(VEND_DRIVER, 0) +}; + +enum CoreModuleID +{ + ID_NAMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x00), + // vector + // matrix + ID_FRAMEMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x03), + // stream + // camera + ID_IMAGEMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x06), + ID_RASTERMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x07), + ID_TEXTUREMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x08) + // pip + // immediate + // resources + // device + // color + // unused + // error + // metrics + // driver + // chunk group +}; + +#define ECODE(c, s) c + +enum Errors +{ + ERR_NONE = 0x80000000, +#include "base.err" +}; + +#undef ECODE + +extern int32 version; +extern int32 build; +extern int32 platform; +extern bool32 streamAppendFrames; +extern char *debugFile; + +int strcmp_ci(const char *s1, const char *s2); +int strncmp_ci(const char *s1, const char *s2, int n); + +// 0x04000000 3.1 +// 0x08000000 3.2 +// 0x0C000000 3.3 +// 0x10000000 3.4 +// 0x14000000 3.5 +// 0x18000000 3.6 +// 0x1C000000 3.7 + +inline uint32 +libraryIDPack(int version, int build) +{ + if(version <= 0x31000) + return version>>8; + return ((version-0x30000) & 0x3FF00) << 14 | (version&0x3F) << 16 | + (build & 0xFFFF); +} + +inline int +libraryIDUnpackVersion(uint32 libid) +{ + if(libid & 0xFFFF0000) + return ((libid>>14 & 0x3FF00) + 0x30000) | + (libid>>16 & 0x3F); + else + return libid<<8; +} + +inline int +libraryIDUnpackBuild(uint32 libid) +{ + if(libid & 0xFFFF0000) + return libid & 0xFFFF; + else + return 0; +} + +struct ChunkHeaderInfo +{ + uint32 type; + uint32 length; + uint32 version, build; +}; + +// TODO?: make these methods of ChunkHeaderInfo? +bool writeChunkHeader(Stream *s, int32 type, int32 size); +bool readChunkHeaderInfo(Stream *s, ChunkHeaderInfo *header); +bool findChunk(Stream *s, uint32 type, uint32 *length, uint32 *version); + +int32 findPointer(void *p, void **list, int32 num); +uint8 *getFileContents(const char *name, uint32 *len); +} diff --git a/src/rwcharset.h b/src/rwcharset.h new file mode 100644 index 0000000..3988654 --- /dev/null +++ b/src/rwcharset.h @@ -0,0 +1,25 @@ +namespace rw { + +struct Charset +{ + struct Desc { + int32 count; // num of chars + int32 tileWidth, tileHeight; // chars in raster + int32 width, height; // of char + int32 width_internal, height_internal; // + border + } desc; + Raster *raster; + + static bool32 open(void); + static void close(void); + static Charset *create(const RGBA *foreground, const RGBA *background); + void destroy(void); + Charset *setColors(const RGBA *foreground, const RGBA *background); + void print(const char *str, int32 x, int32 y, bool32 hideSpaces); + void printBuffered(const char *str, int32 x, int32 y, bool32 hideSpaces); + static void flushBuffer(void); +private: + void printChar(int32 c, int32 x, int32 y); +}; + +} diff --git a/src/rwengine.h b/src/rwengine.h new file mode 100644 index 0000000..995f3ce --- /dev/null +++ b/src/rwengine.h @@ -0,0 +1,275 @@ +namespace rw { + +// uhhhm..... why are these not actual functions? +enum DeviceReq +{ + // Device initialization before Engine/Driver plugins are opened + DEVICEINIT, + // Device de-initialization after Engine/Driver plugins are closed + DEVICETERM, + + // Device/Context creation + DEVICEOPEN, + // Device/Context shutdown + DEVICECLOSE, + + // Device initialization after Engine/Driver plugins are opened + DEVICEFINALIZE, + // TODO? counterpart to FINALIZE? + + // Video adapters + DEVICEGETNUMSUBSYSTEMS, + DEVICEGETCURRENTSUBSYSTEM, + DEVICESETSUBSYSTEM, + DEVICEGETSUBSSYSTEMINFO, + + // Video modes + DEVICEGETNUMVIDEOMODES, + DEVICEGETCURRENTVIDEOMODE, + DEVICESETVIDEOMODE, + DEVICEGETVIDEOMODEINFO, + + // Multisampling + DEVICEGETMAXMULTISAMPLINGLEVELS, + DEVICEGETMULTISAMPLINGLEVELS, + DEVICESETMULTISAMPLINGLEVELS, + +}; + +typedef int DeviceSystem(DeviceReq req, void *arg, int32 n); + +struct Camera; +struct Image; +struct Texture; +struct Raster; +class ObjPipeline; + +// This is for the render device, we only have one +struct Device +{ + float32 zNear, zFar; + void (*beginUpdate)(Camera*); + void (*endUpdate)(Camera*); + void (*clearCamera)(Camera*, RGBA *col, uint32 mode); + void (*showRaster)(Raster *raster, uint32 flags); + bool32 (*rasterRenderFast)(Raster *raster, int32 x, int32 y); + void (*setRenderState)(int32 state, void *value); + void *(*getRenderState)(int32 state); + + void (*im2DRenderLine)(void *vertices, int32 numVertices, int32 vert1, int32 vert2); + void (*im2DRenderTriangle)(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3); + void (*im2DRenderPrimitive)(PrimitiveType primType, void *vertices, int32 numVertices); + void (*im2DRenderIndexedPrimitive)(PrimitiveType primType, void *vertices, int32 numVertices, void *indices, int32 numIndices); + + void (*im3DTransform)(void *vertices, int32 numVertices, Matrix *world, uint32 flags); + void (*im3DRenderPrimitive)(PrimitiveType primType); + void (*im3DRenderIndexedPrimitive)(PrimitiveType primType, void *indices, int32 numIndices); + void (*im3DEnd)(void); + + DeviceSystem *system; +}; + +// This is for platform-dependent but portable things +// so the engine has one for every platform +struct Driver +{ + ObjPipeline *defaultPipeline; + int32 rasterNativeOffset; + + Raster* (*rasterCreate)(Raster*); + uint8 *(*rasterLock)(Raster*, int32 level, int32 lockMode); + void (*rasterUnlock)(Raster*, int32 level); + uint8 *(*rasterLockPalette)(Raster*, int32 lockMode); + void (*rasterUnlockPalette)(Raster*); + int32 (*rasterNumLevels)(Raster*); + bool32 (*imageFindRasterFormat)(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format); + bool32 (*rasterFromImage)(Raster*, Image*); + Image *(*rasterToImage)(Raster*); + + static PluginList s_plglist[NUM_PLATFORMS]; + static int32 registerPlugin(int32 platform, int32 size, uint32 id, + Constructor ctor, Destructor dtor){ + return s_plglist[platform].registerPlugin(size, id, + ctor, dtor, nil); + } +}; + +struct EngineOpenParams; + +enum MemHint +{ + MEMDUR_NA = 0, + // used inside function + MEMDUR_FUNCTION = 0x10000, + // used for one frame + MEMDUR_FRAME = 0x20000, + // used for longer time + MEMDUR_EVENT = 0x30000, + // used while the engine is running + MEMDUR_GLOBAL = 0x40000 +}; + +struct MemoryFunctions +{ + void *(*rwmalloc)(size_t sz, uint32 hint); + void *(*rwrealloc)(void *p, size_t sz, uint32 hint); + void (*rwfree)(void *p); + // These are temporary until we have better error handling + // TODO: Maybe don't put them here since they shouldn't really be switched out + void *(*rwmustmalloc)(size_t sz, uint32 hint); + void *(*rwmustrealloc)(void *p, size_t sz, uint32 hint); +}; + +struct FileFunctions +{ + void *(*rwfopen)(const char *path, const char *mode); + int (*rwfclose)(void *fp); + int (*rwfseek)(void *fp, long offset, int whence); + long (*rwftell)(void *fp); + size_t (*rwfread)(void *ptr, size_t size, size_t nmemb, void *fp); + size_t (*rwfwrite)(const void *ptr, size_t size, size_t nmemb, void *fp); + int (*rwfeof)(void *fp); +}; + +struct SubSystemInfo +{ + char name[80]; +}; + +enum VideoModeFlags +{ + VIDEOMODEEXCLUSIVE = 1 +}; + +struct VideoMode +{ + int32 width; + int32 height; + int32 depth; + uint32 flags; +}; + +struct Camera; +struct World; + +// This is for platform independent things +// TODO: move more stuff into this +struct Engine +{ + enum State { + Dead = 0, + Initialized, + Opened, + Started + }; + Camera *currentCamera; + World *currentWorld; + LinkList frameDirtyList; + FileFunctions filefuncs; + + // Dynamically allocated because of plugins + Driver *driver[NUM_PLATFORMS]; + Device device; + ObjPipeline *dummyDefaultPipeline; + + // These must always be available + static MemoryFunctions memfuncs; + static State state; + + static bool32 init(MemoryFunctions *memfuncs = nil); + static bool32 open(EngineOpenParams*); + static bool32 start(void); + static void term(void); + static void close(void); + static void stop(void); + + static int32 getNumSubSystems(void); + static int32 getCurrentSubSystem(void); + static bool32 setSubSystem(int32 subsys); + static SubSystemInfo *getSubSystemInfo(SubSystemInfo *info, int32 subsys); + + static int32 getNumVideoModes(void); + static int32 getCurrentVideoMode(void); + static bool32 setVideoMode(int32 mode); + static VideoMode *getVideoModeInfo(VideoMode *info, int32 mode); + + static uint32 getMaxMultiSamplingLevels(void); + static uint32 getMultiSamplingLevels(void); + static bool32 setMultiSamplingLevels(uint32 levels); + + static PluginList s_plglist; + static int32 registerPlugin(int32 size, uint32 id, + Constructor ctor, Destructor dtor){ + return s_plglist.registerPlugin(size, id, ctor, dtor, nil); + } +}; + +extern Engine *engine; + +#define RWTOSTR_(X) #X +#define RWTOSTR(X) RWTOSTR_(X) +#define RWHERE "file: " __FILE__ " line: " RWTOSTR(__LINE__) + +extern const char *allocLocation; + +inline void *malloc_LOC(size_t sz, uint32 hint, const char *here) { allocLocation = here; return rw::Engine::memfuncs.rwmalloc(sz,hint); } +inline void *realloc_LOC(void *p, size_t sz, uint32 hint, const char *here) { allocLocation = here; return rw::Engine::memfuncs.rwrealloc(p,sz,hint); } +inline void *mustmalloc_LOC(size_t sz, uint32 hint, const char *here) { allocLocation = here; return rw::Engine::memfuncs.rwmustmalloc(sz,hint); } +inline void *mustrealloc_LOC(void *p, size_t sz, uint32 hint, const char *here) { allocLocation = here; return rw::Engine::memfuncs.rwmustrealloc(p,sz,hint); } + +char *strdup_LOC(const char *s, uint32 hint, const char *here); + +#define rwMalloc(s, h) rw::malloc_LOC(s,h,RWHERE) +#define rwMallocT(t, s, h) (t*)rw::malloc_LOC((s)*sizeof(t),h,RWHERE) +#define rwRealloc(p, s, h) rw::realloc_LOC(p,s,h,RWHERE) +#define rwReallocT(t, p, s, h) (t*)rw::realloc_LOC(p,(s)*sizeof(t),h,RWHERE) +#define rwFree(p) rw::Engine::memfuncs.rwfree(p) +#define rwNew(s, h) rw::mustmalloc_LOC(s,h,RWHERE) +#define rwNewT(t, s, h) (t*)rw::mustmalloc_LOC((s)*sizeof(t),h,RWHERE) +#define rwResize(p, s, h) rw::mustrealloc_LOC(p,s,h,RWHERE) +#define rwResizeT(t, p, s, h) (t*)rw::mustrealloc_LOC(p,(s)*sizeof(t),h,RWHERE) +#define rwStrdup(s, h) rw::strdup_LOC(s,h,RWHERE) + +extern MemoryFunctions defaultMemfuncs; +extern MemoryFunctions managedMemfuncs; +void printleaks(void); // when using managed mem funcs + +namespace null { + void beginUpdate(Camera*); + void endUpdate(Camera*); + void clearCamera(Camera*, RGBA *col, uint32 mode); + void showRaster(Raster*, uint32 flags); + + void setRenderState(int32 state, void *value); + void *getRenderState(int32 state); + + bool32 rasterRenderFast(Raster *raster, int32 x, int32 y); + + Raster *rasterCreate(Raster*); + uint8 *rasterLock(Raster*, int32 level, int32 lockMode); + void rasterUnlock(Raster*, int32 level); + uint8 *rasterLockPalette(Raster*, int32 lockMode); + void rasterUnlockPalette(Raster*); + int32 rasterNumLevels(Raster*); + bool32 imageFindRasterFormat(Image *img, int32 type, + int32 *width, int32 *height, int32 *depth, int32 *format); + bool32 rasterFromImage(Raster*, Image*); + Image *rasterToImage(Raster*); + + void im2DRenderLine(void*, int32, int32, int32); + void im2DRenderTriangle(void*, int32, int32, int32, int32); + void im2DRenderPrimitive(PrimitiveType, void*, int32); + void im2DRenderIndexedPrimitive(PrimitiveType, void*, int32, void*, int32); + + void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags); + void im3DRenderPrimitive(PrimitiveType primType); + void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices); + void im3DEnd(void); + + int deviceSystem(DeviceReq req, void *arg0, int32 n); + + extern Device renderdevice; +} + +} diff --git a/src/rwerror.h b/src/rwerror.h new file mode 100644 index 0000000..2575626 --- /dev/null +++ b/src/rwerror.h @@ -0,0 +1,25 @@ +namespace rw { + +struct Error +{ + uint32 plugin; + uint32 code; +}; + +void setError(Error *e); +Error *getError(Error *e); + +#define _ERRORCODE(code, ...) code +char *dbgsprint(uint32 code, ...); + +/* ecode is supposed to be in format "(errorcode, printf-arguments..)" */ +#define RWERROR(ecode) do{ \ + rw::Error _e; \ + _e.plugin = PLUGIN_ID; \ + _e.code = _ERRORCODE ecode; \ + fprintf(stderr, "%s:%d: ", __FILE__, __LINE__); \ + fprintf(stderr, "%s\n", rw::dbgsprint ecode); \ + rw::setError(&_e); \ +}while(0) + +} diff --git a/src/rwobjects.h b/src/rwobjects.h new file mode 100644 index 0000000..da95a5c --- /dev/null +++ b/src/rwobjects.h @@ -0,0 +1,906 @@ +#include + +namespace rw { + +struct Object +{ + uint8 type; + uint8 subType; + uint8 flags; + uint8 privateFlags; + void *parent; + + void init(uint8 type, uint8 subType){ + this->type = type; + this->subType = subType; + this->flags = 0; + this->privateFlags = 0; + this->parent = nil; + } + void copy(Object *o){ + this->type = o->type; + this->subType = o->subType; + this->flags = o->flags; + this->privateFlags = o->privateFlags; + this->parent = nil; + } +}; + +struct Frame +{ + PLUGINBASE + typedef Frame *(*Callback)(Frame *f, void *data); + enum { ID = 0 }; + enum { // private flags + // The hierarchy has unsynched frames + HIERARCHYSYNCLTM = 0x01, // LTM not synched + HIERARCHYSYNCOBJ = 0x02, // attached objects not synched + HIERARCHYSYNC = HIERARCHYSYNCLTM | HIERARCHYSYNCOBJ, + // This frame is not synched + SUBTREESYNCLTM = 0x04, + SUBTREESYNCOBJ = 0x08, + SUBTREESYNC = SUBTREESYNCLTM | SUBTREESYNCOBJ, + SYNCLTM = HIERARCHYSYNCLTM | SUBTREESYNCLTM, + SYNCOBJ = HIERARCHYSYNCOBJ | SUBTREESYNCOBJ + // STATIC = 0x10 + }; + + Object object; + LLLink inDirtyList; + LinkList objectList; + Matrix matrix; + Matrix ltm; + + Frame *child; + Frame *next; + Frame *root; + + static int32 numAllocated; + + static Frame *create(void); + Frame *cloneHierarchy(void); + void destroy(void); + void destroyHierarchy(void); + Frame *addChild(Frame *f, bool32 append = 0); + Frame *removeChild(void); + Frame *forAllChildren(Callback cb, void *data); + Frame *getParent(void) const { + return (Frame*)this->object.parent; } + int32 count(void); + bool32 dirty(void) const { + return !!(this->root->object.privateFlags & HIERARCHYSYNC); } + Matrix *getLTM(void); + void rotate(const V3d *axis, float32 angle, CombineOp op = rw::COMBINEPOSTCONCAT); + void rotate(const Quat *q, CombineOp op = rw::COMBINEPOSTCONCAT); + void translate(const V3d *trans, CombineOp op = rw::COMBINEPOSTCONCAT); + void scale(const V3d *scale, CombineOp op = rw::COMBINEPOSTCONCAT); + void transform(const Matrix *mat, CombineOp op = rw::COMBINEPOSTCONCAT); + void updateObjects(void); + + + void syncHierarchyLTM(void); + void setHierarchyRoot(Frame *root); + Frame *cloneAndLink(void); + void purgeClone(void); + +#ifndef RWPUBLIC + static void registerModule(void); +#endif + static void syncDirty(void); +}; + +struct FrameList_ +{ + int32 numFrames; + Frame **frames; + + FrameList_ *streamRead(Stream *stream); + void streamWrite(Stream *stream); + static uint32 streamGetSize(Frame *f); +}; +Frame **makeFrameList(Frame *frame, Frame **flist); + +struct ObjectWithFrame +{ + typedef void (*Sync)(ObjectWithFrame*); + + Object object; + LLLink inFrame; + Sync syncCB; + + void setFrame(Frame *f){ + if(this->object.parent) + this->inFrame.remove(); + this->object.parent = f; + if(f){ + f->objectList.add(&this->inFrame); + f->updateObjects(); + } + } + void sync(void){ this->syncCB(this); } + static ObjectWithFrame *fromFrame(LLLink *lnk){ + return LLLinkGetData(lnk, ObjectWithFrame, inFrame); + } +}; + +struct Image +{ + int32 flags; + int32 width, height; + int32 depth; + int32 bpp; // bytes per pixel + int32 stride; + uint8 *pixels; + uint8 *palette; + + static int32 numAllocated; + + static Image *create(int32 width, int32 height, int32 depth); + void destroy(void); + void allocate(void); + void free(void); + void setPixels(uint8 *pixels); + void setPixelsDXT(int32 type, uint8 *pixels); + void setPalette(uint8 *palette); + void compressPalette(void); // turn 8 bit into 4 bit if possible + bool32 hasAlpha(void); + void convertTo32(void); + void palettize(int32 depth); + void unpalettize(bool forceAlpha = false); + void makeMask(void); + void applyMask(Image *mask); + void removeMask(void); + Image *extractMask(void); + + static void setSearchPath(const char*); + static void printSearchPath(void); + static char *getFilename(const char*); + static Image *read(const char *imageName); + static Image *readMasked(const char *imageName, const char *maskName); + + + typedef Image *(*fileRead)(const char *afilename); + typedef void (*fileWrite)(Image *image, const char *filename); + static bool32 registerFileFormat(const char *ext, fileRead read, fileWrite write); + +#ifndef RWPUBLIC + static void registerModule(void); +#endif +}; + +Image *readTGA(const char *filename); +void writeTGA(Image *image, const char *filename); +Image *readBMP(const char *filename); +void writeBMP(Image *image, const char *filename); +Image *readPNG(const char *filename); +void writePNG(Image *image, const char *filename); + +enum { QUANTDEPTH = 8 }; + +struct ColorQuant +{ + struct Node { + uint32 r, g, b, a; + int32 numPixels; + Node *parent; + Node *children[16]; + LLLink link; + + void destroy(void); + void addColor(RGBA color); + bool isLeaf(void) { for(int32 i = 0; i < 16; i++) if(this->children[i]) return false; return true; } + }; + + Node *root; + LinkList leaves; + + void init(void); + void destroy(void); + Node *createNode(int32 level); + Node *getNode(Node *root, uint32 addr, int32 level); + Node *findNode(Node *root, uint32 addr, int32 level); + void reduceNode(Node *node); + void addColor(RGBA color); + uint8 findColor(RGBA color); + void addImage(Image *img); + void makePalette(int32 numColors, RGBA *colors); + void matchImage(uint8 *dstPixels, uint32 dstStride, Image *src); +}; + +// used to emulate d3d and xbox textures +struct RasterLevels +{ + int32 numlevels; + uint32 format; + struct Level { + int32 width, height, size; + uint8 *data; + } levels[1]; // 0 is illegal :/ +}; + +struct Raster +{ + enum { FLIPWAITVSYNCH = 1 }; + + PLUGINBASE + int32 platform; + + // TODO: use bytes + int32 type; + int32 flags; + int32 privateFlags; + int32 format; + int32 width, height, depth; + int32 stride; + uint8 *pixels; + uint8 *palette; + // remember for locked rasters + uint8 *originalPixels; + int32 originalWidth; + int32 originalHeight; + int32 originalStride; + // subraster + Raster *parent; + int32 offsetX, offsetY; + + static int32 numAllocated; + + static Raster *create(int32 width, int32 height, int32 depth, + int32 format, int32 platform = 0); + void subRaster(Raster *parent, Rect *r); + void destroy(void); + static bool32 imageFindRasterFormat(Image *image, int32 type, + int32 *pWidth, int32 *pHeight, int32 *pDepth, int32 *pFormat, int32 platform = 0); + Raster *setFromImage(Image *image, int32 platform = 0); + static Raster *createFromImage(Image *image, int32 platform = 0); + Image *toImage(void); + uint8 *lock(int32 level, int32 lockMode); + void unlock(int32 level); + uint8 *lockPalette(int32 lockMode); + void unlockPalette(void); + int32 getNumLevels(void); + static int32 calculateNumLevels(int32 width, int32 height); + static bool formatHasAlpha(int32 format); + + void show(uint32 flags); + + static Raster *pushContext(Raster *raster); + static Raster *popContext(void); + static Raster *getCurrentContext(void); + bool32 renderFast(int32 x, int32 y); + + static Raster *convertTexToCurrentPlatform(Raster *ras); +#ifndef RWPUBLIC + static void registerModule(void); +#endif + + enum Format { + DEFAULT = 0, + C1555 = 0x0100, + C565 = 0x0200, + C4444 = 0x0300, + LUM8 = 0x0400, + C8888 = 0x0500, + C888 = 0x0600, + D16 = 0x0700, + D24 = 0x0800, + D32 = 0x0900, + C555 = 0x0A00, + AUTOMIPMAP = 0x1000, + PAL8 = 0x2000, + PAL4 = 0x4000, + MIPMAP = 0x8000 + }; + enum Type { + NORMAL = 0x00, + ZBUFFER = 0x01, + CAMERA = 0x02, + TEXTURE = 0x04, + CAMERATEXTURE = 0x05, + DONTALLOCATE = 0x80 + }; + enum LockMode { + LOCKWRITE = 1, + LOCKREAD = 2, + LOCKNOFETCH = 4, // don't fetch pixel data + LOCKRAW = 8, + }; + + enum + { + // from RW + PRIVATELOCK_READ = 0x02, + PRIVATELOCK_WRITE = 0x04, + PRIVATELOCK_READ_PALETTE = 0x08, + PRIVATELOCK_WRITE_PALETTE = 0x10, + }; +}; + +void conv_RGBA8888_from_RGBA8888(uint8 *out, uint8 *in); +void conv_BGRA8888_from_RGBA8888(uint8 *out, uint8 *in); +void conv_RGBA8888_from_RGB888(uint8 *out, uint8 *in); +void conv_BGRA8888_from_RGB888(uint8 *out, uint8 *in); +void conv_RGB888_from_RGB888(uint8 *out, uint8 *in); +void conv_BGR888_from_RGB888(uint8 *out, uint8 *in); +void conv_ARGB1555_from_ARGB1555(uint8 *out, uint8 *in); +void conv_ARGB1555_from_RGB555(uint8 *out, uint8 *in); +void conv_RGBA5551_from_ARGB1555(uint8 *out, uint8 *in); +void conv_ARGB1555_from_RGBA5551(uint8 *out, uint8 *in); +void conv_RGBA8888_from_ARGB1555(uint8 *out, uint8 *in); +void conv_ABGR1555_from_ARGB1555(uint8 *out, uint8 *in); +inline void conv_8_from_8(uint8 *out, uint8 *in) { *out = *in; } +// some swaps are the same, so these are just more descriptive names +inline void conv_RGBA8888_from_BGRA8888(uint8 *out, uint8 *in) { conv_BGRA8888_from_RGBA8888(out, in); } +inline void conv_RGB888_from_BGR888(uint8 *out, uint8 *in) { conv_BGR888_from_RGB888(out, in); } +inline void conv_ARGB1555_from_ABGR1555(uint8 *out, uint8 *in) { conv_ABGR1555_from_ARGB1555(out, in); } + +void expandPal4(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h); +void compressPal4(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h); +void expandPal4_BE(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h); +void compressPal4_BE(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h); +void copyPal8(uint8 *dst, uint32 dststride, uint8 *src, uint32 srcstride, int32 w, int32 h); + +void flipDXT(int32 type, uint8 *dst, uint8 *src, uint32 width, uint32 height); + + +#define IGNORERASTERIMP 0 + +struct TexDictionary; + +struct Texture +{ + enum FilterMode { + NEAREST = 1, + LINEAR, + MIPNEAREST, // one mipmap + MIPLINEAR, + LINEARMIPNEAREST, // mipmap interpolated + LINEARMIPLINEAR + }; + enum Addressing { + WRAP = 1, + MIRROR, + CLAMP, + BORDER + }; + + PLUGINBASE + Raster *raster; + TexDictionary *dict; + LLLink inDict; + char name[32]; + char mask[32]; + uint32 filterAddressing; // VVVVUUUU FFFFFFFF + int32 refCount; + + LLLink inGlobalList; // actually not in RW + + static int32 numAllocated; + + static Texture *create(Raster *raster); + void addRef(void) { this->refCount++; } + void destroy(void); + static Texture *fromDict(LLLink *lnk){ + return LLLinkGetData(lnk, Texture, inDict); } + FilterMode getFilter(void) { return (FilterMode)(filterAddressing & 0xFF); } + void setFilter(FilterMode f) { filterAddressing = (filterAddressing & ~0xFF) | f; } + Addressing getAddressU(void) { return (Addressing)((filterAddressing >> 8) & 0xF); } + Addressing getAddressV(void) { return (Addressing)((filterAddressing >> 12) & 0xF); } + void setAddressU(Addressing u) { filterAddressing = (filterAddressing & ~0xF00) | u<<8; } + void setAddressV(Addressing v) { filterAddressing = (filterAddressing & ~0xF000) | v<<12; } + static Texture *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); + static Texture *read(const char *name, const char *mask); + static Texture *streamReadNative(Stream *stream); + void streamWriteNative(Stream *stream); + uint32 streamGetSizeNative(void); + + static Texture *(*findCB)(const char *name); + static Texture *(*readCB)(const char *name, const char *mask); + static void setLoadTextures(bool32); // default: true + static void setCreateDummies(bool32); // default: false + static void setMipmapping(bool32); // default: false + static void setAutoMipmapping(bool32); // default: false + static bool32 getMipmapping(void); + static bool32 getAutoMipmapping(void); + + void setMaxAnisotropy(int32 maxaniso); // only if plugin is attached + int32 getMaxAnisotropy(void); + +#ifndef RWPUBLIC + static void registerModule(void); +#endif +}; + +extern int32 anisotOffset; +#define GETANISOTROPYEXT(texture) PLUGINOFFSET(int32, texture, rw::anisotOffset) +void registerAnisotropyPlugin(void); +int32 getMaxSupportedMaxAnisotropy(void); + +struct SurfaceProperties +{ + float32 ambient; + float32 specular; + float32 diffuse; +}; + +struct Material +{ + PLUGINBASE + Texture *texture; + RGBA color; + SurfaceProperties surfaceProps; + Pipeline *pipeline; + int32 refCount; + + static int32 numAllocated; + + static Material *create(void); + void addRef(void) { this->refCount++; } + Material *clone(void); + void destroy(void); + void setTexture(Texture *tex); + static Material *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); +}; + +void registerMaterialRightsPlugin(void); + +struct Mesh +{ + uint16 *indices; + uint32 numIndices; + Material *material; +}; + +struct MeshHeader +{ + enum { + TRISTRIP = 1 + }; + uint32 flags; + uint16 numMeshes; + uint16 serialNum; + uint32 totalIndices; + uint32 pad; // needed for alignment of Meshes + // after this the meshes + + Mesh *getMeshes(void) { return (Mesh*)(this+1); } + void setupIndices(void); + uint32 guessNumTriangles(void); +}; + +struct Geometry; + +struct MorphTarget +{ + Geometry *parent; + Sphere boundingSphere; + V3d *vertices; + V3d *normals; + + Sphere calculateBoundingSphere(void) const; +}; + +struct InstanceDataHeader +{ + uint32 platform; +}; + +struct Triangle +{ + uint16 v[3]; + uint16 matId; +}; + +struct MaterialList +{ + Material **materials; + int32 numMaterials; + int32 space; + + void init(void); + void deinit(void); + int32 appendMaterial(Material *mat); + int32 findIndex(Material *mat); + static MaterialList *streamRead(Stream *stream, MaterialList *matlist); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); +}; + +struct Geometry +{ + PLUGINBASE + enum { ID = 8 }; + Object object; + uint32 flags; + uint16 lockedSinceInst; + int32 numTriangles; + int32 numVertices; + int32 numMorphTargets; + int32 numTexCoordSets; + + Triangle *triangles; + RGBA *colors; + TexCoords *texCoords[8]; + + MorphTarget *morphTargets; + MaterialList matList; + + MeshHeader *meshHeader; + InstanceDataHeader *instData; + + int32 refCount; + + static int32 numAllocated; + + static Geometry *create(int32 numVerts, int32 numTris, uint32 flags); + void addRef(void) { this->refCount++; } + void destroy(void); + void lock(int32 lockFlags); + void unlock(void); + void addMorphTargets(int32 n); + void calculateBoundingSphere(void); + bool32 hasColoredMaterial(void); + void allocateData(void); + MeshHeader *allocateMeshes(int32 numMeshes, uint32 numIndices, bool32 noIndices); + void generateTriangles(int8 *adc = nil); + void buildMeshes(void); + void buildTristrips(void); // private, used by buildMeshes + void correctTristripWinding(void); + void removeUnusedMaterials(void); + static Geometry *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); + + enum Flags + { + TRISTRIP = 0x01, + POSITIONS = 0x02, + TEXTURED = 0x04, + PRELIT = 0x08, + NORMALS = 0x10, + LIGHT = 0x20, + MODULATE = 0x40, + TEXTURED2 = 0x80, + // When this flag is set the geometry has + // native geometry. When streamed out this geometry + // is written out instead of the platform independent data. + // When streamed in with this flag, the geometry is mostly empty. + NATIVE = 0x01000000, + // Just for documentation: RW sets this flag + // to prevent rendering when executing a pipeline, + // so only instancing will occur. + // librw's pipelines are different so it's unused here. + NATIVEINSTANCE = 0x02000000 + }; + + enum LockFlags + { + LOCKPOLYGONS = 0x0001, + LOCKVERTICES = 0x0002, + LOCKNORMALS = 0x0004, + LOCKPRELIGHT = 0x0008, + + LOCKTEXCOORDS = 0x0010, + LOCKTEXCOORDS1 = 0x0010, + LOCKTEXCOORDS2 = 0x0020, + LOCKTEXCOORDS3 = 0x0040, + LOCKTEXCOORDS4 = 0x0080, + LOCKTEXCOORDS5 = 0x0100, + LOCKTEXCOORDS6 = 0x0200, + LOCKTEXCOORDS7 = 0x0400, + LOCKTEXCOORDS8 = 0x0800, + LOCKTEXCOORDSALL = 0x0ff0, + + LOCKALL = 0x0fff + }; +}; + +void registerMeshPlugin(void); +void registerNativeDataPlugin(void); + +struct Clump; +struct World; + +struct Atomic +{ + PLUGINBASE + typedef void (*RenderCB)(Atomic *atomic); + enum { ID = 1 }; + enum { + // flags + COLLISIONTEST = 0x01, // unused here + RENDER = 0x04, + // private flags + WORLDBOUNDDIRTY = 0x01, + // for setGeometry + SAMEBOUNDINGSPHERE = 0x01 + }; + + ObjectWithFrame object; + Geometry *geometry; + Sphere boundingSphere; + Sphere worldBoundingSphere; + Clump *clump; + LLLink inClump; + ObjPipeline *pipeline; + RenderCB renderCB; + + World *world; + ObjectWithFrame::Sync originalSync; + + static int32 numAllocated; + + static Atomic *create(void); + Atomic *clone(void); + void destroy(void); + void setFrame(Frame *f) { + this->object.setFrame(f); + this->object.object.privateFlags |= WORLDBOUNDDIRTY; + } + Frame *getFrame(void) const { return (Frame*)this->object.object.parent; } + static Atomic *fromClump(LLLink *lnk){ + return LLLinkGetData(lnk, Atomic, inClump); } + void setGeometry(Geometry *geo, uint32 flags); + Sphere *getWorldBoundingSphere(void); + ObjPipeline *getPipeline(void); + void instance(void); + void uninstance(void); + void render(void) { this->renderCB(this); } + void setRenderCB(RenderCB renderCB){ + this->renderCB = renderCB; + if(this->renderCB == nil) + this->renderCB = defaultRenderCB; + }; + void setFlags(uint32 flags) { this->object.object.flags = flags; } + uint32 getFlags(void) const { return this->object.object.flags; } + static Atomic *streamReadClump(Stream *stream, + FrameList_ *frameList, Geometry **geometryList); + bool streamWriteClump(Stream *stream, FrameList_ *frmlst); + uint32 streamGetSize(void); + + static void defaultRenderCB(Atomic *atomic); +}; + +void registerAtomicRightsPlugin(void); + +struct Light +{ + PLUGINBASE + enum { ID = 3 }; + ObjectWithFrame object; + float32 radius; + RGBAf color; + float32 minusCosAngle; + LLLink inWorld; + + // clump extension + Clump *clump; + LLLink inClump; + + // world extension + World *world; + ObjectWithFrame::Sync originalSync; + + static int32 numAllocated; + + static Light *create(int32 type); + void destroy(void); + void setFrame(Frame *f) { this->object.setFrame(f); } + Frame *getFrame(void) const { return (Frame*)this->object.object.parent; } + static Light *fromClump(LLLink *lnk){ + return LLLinkGetData(lnk, Light, inClump); } + static Light *fromWorld(LLLink *lnk){ + return LLLinkGetData(lnk, Light, inWorld); } + void setAngle(float32 angle); + float32 getAngle(void); + void setColor(float32 r, float32 g, float32 b); + int32 getType(void){ return this->object.object.subType; } + void setFlags(uint32 flags) { this->object.object.flags = flags; } + uint32 getFlags(void) { return this->object.object.flags; } + static Light *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); + + enum Type { + DIRECTIONAL = 1, + AMBIENT, + POINT = 0x80, // positioned + SPOT, + SOFTSPOT + }; + enum Flags { + LIGHTATOMICS = 1, + LIGHTWORLD = 2 + }; +}; + +struct FrustumPlane +{ + Plane plane; + /* Used for BBox tests: + * 0 = inf is closer to normal direction + * 1 = sup is closer to normal direction */ + uint8 closestX; + uint8 closestY; + uint8 closestZ; +}; + +struct Camera +{ + PLUGINBASE + enum { ID = 4 }; + enum { PERSPECTIVE = 1, PARALLEL }; + enum { CLEARIMAGE = 0x1, CLEARZ = 0x2, CLEARSTENCIL = 0x4 }; + // return value of frustumTestSphere + enum { SPHEREOUTSIDE, SPHEREBOUNDARY, SPHEREINSIDE }; + + ObjectWithFrame object; + void (*beginUpdateCB)(Camera*); + void (*endUpdateCB)(Camera*); + V2d viewWindow; + V2d viewOffset; + float32 nearPlane, farPlane; + float32 fogPlane; + int32 projection; + + Matrix viewMatrix; + float32 zScale, zShift; + + FrustumPlane frustumPlanes[6]; + V3d frustumCorners[8]; + BBox frustumBoundBox; + + Raster *frameBuffer; + Raster *zBuffer; + + // Device dependent view and projection matrices + // optional + RawMatrix devView; + RawMatrix devProj; + + // clump link handled by plugin in RW + Clump *clump; + LLLink inClump; + + // world extension + /* RW: frustum sectors, space, position */ + World *world; + ObjectWithFrame::Sync originalSync; + void (*originalBeginUpdate)(Camera*); + void (*originalEndUpdate)(Camera*); + + static int32 numAllocated; + + static Camera *create(void); + Camera *clone(void); + void destroy(void); + void setFrame(Frame *f) { this->object.setFrame(f); } + Frame *getFrame(void)const { return (Frame*)this->object.object.parent; } + static Camera *fromClump(LLLink *lnk){ + return LLLinkGetData(lnk, Camera, inClump); } + void beginUpdate(void) { this->beginUpdateCB(this); } + void endUpdate(void) { this->endUpdateCB(this); } + void clear(RGBA *col, uint32 mode); + void showRaster(uint32 flags); + void setNearPlane(float32); + void setFarPlane(float32); + void setViewWindow(const V2d *window); + void setViewOffset(const V2d *offset); + void setProjection(int32 proj); + int32 frustumTestSphere(const Sphere *s) const; + static Camera *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); + + // fov in degrees + void setFOV(float32 fov, float32 ratio); +}; + +struct Clump +{ + PLUGINBASE + enum { ID = 2 }; + Object object; + LinkList atomics; + LinkList lights; + LinkList cameras; + + World *world; + LLLink inWorld; + + static int32 numAllocated; + + static Clump *create(void); + Clump *clone(void); + void destroy(void); + static Clump *fromWorld(LLLink *lnk){ + return LLLinkGetData(lnk, Clump, inWorld); } + int32 countAtomics(void) { return this->atomics.count(); } + void addAtomic(Atomic *a); + void removeAtomic(Atomic *a); + int32 countLights(void) { return this->lights.count(); } + void addLight(Light *l); + void removeLight(Light *l); + int32 countCameras(void) { return this->cameras.count(); } + void addCamera(Camera *c); + void removeCamera(Camera *c); + void setFrame(Frame *f){ + this->object.parent = f; } + Frame *getFrame(void) const { + return (Frame*)this->object.parent; } + static Clump *streamRead(Stream *stream); + bool streamWrite(Stream *stream); + uint32 streamGetSize(void); + void render(void); +}; + +// used by enumerateLights for lighting callback +struct WorldLights +{ + int32 numAmbients; + RGBAf ambient; // all ambients added + int32 numDirectionals; + Light **directionals; // only directionals + int32 numLocals; + Light **locals; // points, (soft)spots +}; + +// A bit of a stub right now +struct World +{ + PLUGINBASE + enum { ID = 7 }; + Object object; + LinkList localLights; // these have positions (type >= 0x80) + LinkList globalLights; // these do not (type < 0x80) + LinkList clumps; + + static int32 numAllocated; + + static World *create(BBox *bbox = nil); // TODO: should probably make this non-optional + void destroy(void); + void addLight(Light *light); + void removeLight(Light *light); + void addCamera(Camera *cam); + void removeCamera(Camera *cam); + void addAtomic(Atomic *atomic); + void removeAtomic(Atomic *atomic); + void addClump(Clump *clump); + void removeClump(Clump *clump); + void render(void); + void enumerateLights(Atomic *atomic, WorldLights *lightData); + void enumerateLights(WorldLights *lightData); +}; + +struct TexDictionary +{ + PLUGINBASE + enum { ID = 6 }; + Object object; + LinkList textures; + LLLink inGlobalList; + + static int32 numAllocated; + + static TexDictionary *create(void); + static TexDictionary *fromLink(LLLink *lnk){ + return LLLinkGetData(lnk, TexDictionary, inGlobalList); } + void destroy(void); + int32 count(void) { return this->textures.count(); } + void add(Texture *t); + void addFront(Texture *t); + void remove(Texture *t); + Texture *find(const char *name); + static TexDictionary *streamRead(Stream *stream); + void streamWrite(Stream *stream); + uint32 streamGetSize(void); + + static void setCurrent(TexDictionary *txd); + static TexDictionary *getCurrent(void); +}; + +} diff --git a/src/rwpipeline.h b/src/rwpipeline.h new file mode 100644 index 0000000..9a0410a --- /dev/null +++ b/src/rwpipeline.h @@ -0,0 +1,65 @@ +namespace rw { + +struct Atomic; + +class Pipeline +{ +public: + uint32 pluginID; + uint32 pluginData; + int32 platform; + + void init(uint32 platform) { + this->pluginID = 0; + this->pluginData = 0; + this->platform = platform; + } +}; + +class ObjPipeline : public Pipeline +{ +public: + void init(uint32 platform); + static ObjPipeline *create(void); // always PLATFORM_NULL + void destroy(void); + + // not the most beautiful way of doing things but still + // better than virtual methods (i hope?). + struct { + void (*instance)(ObjPipeline *pipe, Atomic *atomic); + void (*uninstance)(ObjPipeline *pipe, Atomic *atomic); + void (*render)(ObjPipeline *pipe, Atomic *atomic); + } impl; + // just for convenience + void instance(Atomic *atomic) { this->impl.instance(this, atomic); } + void uninstance(Atomic *atomic) { this->impl.uninstance(this, atomic); } + void render(Atomic *atomic) { this->impl.render(this, atomic); } +}; + +void findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, int32 *numVertices); + +// everything xbox, d3d8 and d3d9 may want to use +enum { + VERT_BYTE2 = 1, + VERT_BYTE3, + VERT_SHORT2, + VERT_SHORT3, + VERT_NORMSHORT2, + VERT_NORMSHORT3, + VERT_FLOAT2, + VERT_FLOAT3, + VERT_FLOAT4, + VERT_ARGB, + VERT_RGBA, + VERT_COMPNORM +}; + +void instV4d(int type, uint8 *dst, V4d *src, uint32 numVertices, uint32 stride); +void instV3d(int type, uint8 *dst, V3d *src, uint32 numVertices, uint32 stride); +void uninstV3d(int type, V3d *dst, uint8 *src, uint32 numVertices, uint32 stride); +void instTexCoords(int type, uint8 *dst, TexCoords *src, uint32 numVertices, uint32 stride); +void uninstTexCoords(int type, TexCoords *dst, uint8 *src, uint32 numVertices, uint32 stride); +bool32 instColor(int type, uint8 *dst, RGBA *src, uint32 numVertices, uint32 stride); +void uninstColor(int type, RGBA *dst, uint8 *src, uint32 numVertices, uint32 stride); + +} diff --git a/src/rwplg.h b/src/rwplg.h new file mode 100644 index 0000000..ad2116a --- /dev/null +++ b/src/rwplg.h @@ -0,0 +1,85 @@ +namespace rw { + +#define PLUGINOFFSET(type, base, offset) \ + ((type*)((char*)(base) + (offset))) + +typedef void *(*Constructor)(void *object, int32 offset, int32 size); +typedef void *(*Destructor)(void *object, int32 offset, int32 size); +typedef void *(*CopyConstructor)(void *dst, void *src, int32 offset, int32 size); +typedef Stream *(*StreamRead)(Stream *stream, int32 length, void *object, int32 offset, int32 size); +typedef Stream *(*StreamWrite)(Stream *stream, int32 length, void *object, int32 offset, int32 size); +typedef int32 (*StreamGetSize)(void *object, int32 offset, int32 size); +typedef void (*RightsCallback)(void *object, int32 offset, int32 size, uint32 data); +typedef void (*AlwaysCallback)(void *object, int32 offset, int32 size); + +struct PluginList +{ + int32 size; + int32 defaultSize; + LinkList plugins; + + PluginList(void) {} + PluginList(int32 defSize) + : size(defSize), defaultSize(defSize) + { plugins.init(); } + + static void open(void); + static void close(void); + + void construct(void *); + void destruct(void *); + void copy(void *dst, void *src); + bool streamRead(Stream *stream, void *); + void streamWrite(Stream *stream, void *); + int streamGetSize(void *); + void streamSkip(Stream *stream); + void assertRights(void *, uint32 pluginID, uint32 data); + + int32 registerPlugin(int32 size, uint32 id, + Constructor, Destructor, CopyConstructor); + int32 registerStream(uint32 id, StreamRead, StreamWrite, StreamGetSize); + int32 setStreamRightsCallback(uint32 id, RightsCallback cb); + int32 setStreamAlwaysCallback(uint32 id, AlwaysCallback cb); + int32 getPluginOffset(uint32 id); +}; + +struct Plugin +{ + int32 offset; + int32 size; + uint32 id; + Constructor constructor; + Destructor destructor; + CopyConstructor copy; + StreamRead read; + StreamWrite write; + StreamGetSize getSize; + RightsCallback rightsCallback; + AlwaysCallback alwaysCallback; + PluginList *parentList; + LLLink inParentList; + LLLink inGlobalList; +}; + +#define PLUGINBASE \ + static PluginList s_plglist; \ + static int32 registerPlugin(int32 size, uint32 id, Constructor ctor, \ + Destructor dtor, CopyConstructor copy){ \ + return s_plglist.registerPlugin(size, id, ctor, dtor, copy); \ + } \ + static int32 registerPluginStream(uint32 id, StreamRead read, \ + StreamWrite write, StreamGetSize getSize){ \ + return s_plglist.registerStream(id, read, write, getSize); \ + } \ + static int32 setStreamRightsCallback(uint32 id, RightsCallback cb){ \ + return s_plglist.setStreamRightsCallback(id, cb); \ + } \ + static int32 setStreamAlwaysCallback(uint32 id, AlwaysCallback cb){ \ + return s_plglist.setStreamAlwaysCallback(id, cb); \ + } \ + static int32 getPluginOffset(uint32 id){ \ + return s_plglist.getPluginOffset(id); \ + } + + +} diff --git a/src/rwplugins.h b/src/rwplugins.h new file mode 100644 index 0000000..51696b6 --- /dev/null +++ b/src/rwplugins.h @@ -0,0 +1,252 @@ +namespace rw { + +/* + * HAnim + */ + +struct HAnimKeyFrame +{ + HAnimKeyFrame *prev; + float32 time; + Quat q; + V3d t; +}; + +struct HAnimInterpFrame +{ + HAnimKeyFrame *keyFrame1; + HAnimKeyFrame *keyFrame2; + Quat q; + V3d t; +}; + +struct HAnimNodeInfo +{ + int32 id; + int32 index; + int32 flags; + Frame *frame; +}; + +struct HAnimHierarchy +{ + int32 flags; + int32 numNodes; + Matrix *matrices; + void *matricesUnaligned; + HAnimNodeInfo *nodeInfo; + Frame *parentFrame; + HAnimHierarchy *parentHierarchy; // mostly unused + AnimInterpolator *interpolator; + + static HAnimHierarchy *create(int32 numNodes, int32 *nodeFlags, + int32 *nodeIDs, int32 flags, int32 maxKeySize); + void destroy(void); + void attachByIndex(int32 id); + void attach(void); + int32 getIndex(int32 id); + int32 getIndex(Frame *f); + void updateMatrices(void); + + static HAnimHierarchy *get(Frame *f); + static HAnimHierarchy *get(Clump *c){ + return find(c->getFrame()); } + static HAnimHierarchy *find(Frame *f); + + enum Flags { + SUBHIERARCHY = 0x1, + NOMATRICES = 0x2, + + UPDATEMODELLINGMATRICES = 0x1000, + UPDATELTMS = 0x2000, + LOCALSPACEMATRICES = 0x4000 + }; + enum NodeFlag { + POP = 1, + PUSH + }; +}; + +struct HAnimData +{ + int32 id; + HAnimHierarchy *hierarchy; + + static HAnimData *get(Frame *f); +}; + +extern int32 hAnimOffset; +extern bool32 hAnimDoStream; +void registerHAnimPlugin(void); + + +/* + * MatFX + */ + +struct MatFX +{ + enum { + NOTHING = 0, + BUMPMAP, + ENVMAP, + BUMPENVMAP, // BUMP | ENV + DUAL, + UVTRANSFORM, + DUALUVTRANSFORM + }; + struct Bump { + Frame *frame; + Texture *bumpedTex; + Texture *tex; + float coefficient; + }; + struct Env { + Frame *frame; + Texture *tex; + float coefficient; + int32 fbAlpha; + }; + struct Dual { + Texture *tex; + int32 srcBlend; + int32 dstBlend; + }; + struct UVtransform { + Matrix *baseTransform; + Matrix *dualTransform; + }; + struct { + uint32 type; + union { + Bump bump; + Env env; + Dual dual; + UVtransform uvtransform; + }; + } fx[2]; + uint32 type; + + static void setEffects(Material *m, uint32 flags); + static uint32 getEffects(const Material *m); + static MatFX *get(const Material *m); + int32 getEffectIndex(uint32 type); + // Bump + void setBumpTexture(Texture *t); + void setBumpCoefficient(float32 coef); + Texture *getBumpTexture(void); + float32 getBumpCoefficient(void); + // Env + void setEnvTexture(Texture *t); + void setEnvFrame(Frame *f); + void setEnvCoefficient(float32 coef); + void setEnvFBAlpha(bool32 useFBAlpha); + Texture *getEnvTexture(void); + Frame *getEnvFrame(void); + float32 getEnvCoefficient(void); + bool32 getEnvFBAlpha(void); + // Dual + void setDualTexture(Texture *t); + void setDualSrcBlend(int32 blend); + void setDualDestBlend(int32 blend); + Texture *getDualTexture(void); + int32 getDualSrcBlend(void); + int32 getDualDestBlend(void); + // UV transform + void setUVTransformMatrices(Matrix *base, Matrix *dual); + void getUVTransformMatrices(Matrix **base, Matrix **dual); + + static void enableEffects(Atomic *atomic); + static void disableEffects(Atomic *atomic); + static bool32 getEffects(Atomic *atomic); + + static bool32 envMapFlipU; // PS2 does this for some reason + static bool32 envMapApplyLight; // modulate env map by lighting + static bool32 envMapUseMatColor; // modulate env map by material color + static RGBA envMapColor; // if !envMapUseMatColor, use this +}; + +struct MatFXGlobals +{ + int32 atomicOffset; + int32 materialOffset; + ObjPipeline *pipelines[NUM_PLATFORMS]; + ObjPipeline *dummypipe; +}; +extern MatFXGlobals matFXGlobals; +void registerMatFXPlugin(void); + + +/* + * Skin + */ + +struct SkinGlobals +{ + int32 geoOffset; + int32 atomicOffset; + ObjPipeline *pipelines[NUM_PLATFORMS]; + ObjPipeline *dummypipe; +}; +extern SkinGlobals skinGlobals; + +struct Skin +{ + int32 numBones; + int32 numUsedBones; + int32 numWeights; + uint8 *usedBones; + float *inverseMatrices; + uint8 *indices; + float *weights; + + // split skin + + // points into rle for each mesh + struct RLEcount { + uint8 start; + uint8 size; + }; + // run length encoded used bones + struct RLE { + uint8 startbone; // into remapIndices + uint8 n; + }; + int32 boneLimit; + int32 numMeshes; + int32 rleSize; + int8 *remapIndices; + RLEcount *rleCount; + RLE *rle; + + uint8 *data; // only used by delete + void *platformData; // a place to store platform specific stuff + bool32 legacyType; // old skin attached to atomic, needed for always CB + + void init(int32 numBones, int32 numUsedBones, int32 numVertices); + void findNumWeights(int32 numVertices); + void findUsedBones(int32 numVertices); + + static void setPipeline(Atomic *a, int32 type); + static Skin *get(const Geometry *geo){ + return *PLUGINOFFSET(Skin*, geo, skinGlobals.geoOffset); + } + static void set(Geometry *geo, Skin *skin){ + *PLUGINOFFSET(Skin*, geo, skinGlobals.geoOffset) = skin; + } + static void setHierarchy(Atomic *atomic, HAnimHierarchy *hier){ + *PLUGINOFFSET(HAnimHierarchy*, atomic, + skinGlobals.atomicOffset) = hier; + } + static HAnimHierarchy *getHierarchy(const Atomic *atomic){ + return *PLUGINOFFSET(HAnimHierarchy*, atomic, + skinGlobals.atomicOffset); + } +}; + +Stream *readSkinSplitData(Stream *stream, Skin *skin); +Stream *writeSkinSplitData(Stream *stream, Skin *skin); +int32 skinSplitDataSize(Skin *skin); +void registerSkinPlugin(void); + +} diff --git a/src/rwrender.h b/src/rwrender.h new file mode 100644 index 0000000..49fe0c4 --- /dev/null +++ b/src/rwrender.h @@ -0,0 +1,140 @@ +namespace rw { + +// Render states + +enum RenderState +{ + TEXTURERASTER, + TEXTUREADDRESS, + TEXTUREADDRESSU, + TEXTUREADDRESSV, + TEXTUREFILTER, + VERTEXALPHA, + SRCBLEND, + DESTBLEND, + ZTESTENABLE, + ZWRITEENABLE, + FOGENABLE, + FOGCOLOR, + CULLMODE, + // TODO: + // fog type, density ? + // ? shademode + + STENCILENABLE, + STENCILFAIL, + STENCILZFAIL, + STENCILPASS, + STENCILFUNCTION, + STENCILFUNCTIONREF, + STENCILFUNCTIONMASK, + STENCILFUNCTIONWRITEMASK, + + // platform specific or opaque? + ALPHATESTFUNC, + ALPHATESTREF, + + // emulation of PS2 GS alpha test + // in the mode where it still writes color but nor depth + GSALPHATEST, + GSALPHATESTREF +}; + +enum AlphaTestFunc +{ + ALPHAALWAYS, + ALPHAGREATEREQUAL, + ALPHALESS +}; + +enum StencilOp +{ + STENCILKEEP = 1, + STENCILZERO, + STENCILREPLACE, + STENCILINCSAT, + STENCILDECSAT, + STENCILINVERT, + STENCILINC, + STENCILDEC +}; + +enum StencilFunc +{ + STENCILNEVER = 1, + STENCILLESS, + STENCILEQUAL, + STENCILLESSEQUAL, + STENCILGREATER, + STENCILNOTEQUAL, + STENCILGREATEREQUAL, + STENCILALWAYS +}; + +enum CullMode +{ + CULLNONE = 1, + CULLBACK, + CULLFRONT +}; + +enum BlendFunction +{ + BLENDZERO = 1, + BLENDONE, + BLENDSRCCOLOR, + BLENDINVSRCCOLOR, + BLENDSRCALPHA, + BLENDINVSRCALPHA, + BLENDDESTALPHA, + BLENDINVDESTALPHA, + BLENDDESTCOLOR, + BLENDINVDESTCOLOR, + BLENDSRCALPHASAT + // TODO: add more perhaps +}; + +void SetRenderState(int32 state, uint32 value); +void SetRenderStatePtr(int32 state, void *value); +uint32 GetRenderState(int32 state); +void *GetRenderStatePtr(int32 state); + +// Im2D + +namespace im2d { + +float32 GetNearZ(void); +float32 GetFarZ(void); +void RenderLine(void *verts, int32 numVerts, int32 vert1, int32 vert2); +void RenderTriangle(void *verts, int32 numVerts, int32 vert1, int32 vert2, int32 vert3); +void RenderIndexedPrimitive(PrimitiveType, void *verts, int32 numVerts, void *indices, int32 numIndices); +void RenderPrimitive(PrimitiveType type, void *verts, int32 numVerts); + +} + +// Im3D + +namespace im3d { + +enum TransformFlags +{ + VERTEXUV = 1, // has tex Coords + ALLOPAQUE = 2, // no vertex alpha + NOCLIP = 4, // don't frustum clip + VERTEXXYZ = 8, // has position + VERTEXRGBA = 16, // has color + LIGHTING = 32, // do lighting, assumes normals (librw extension) + EVERYTHING = VERTEXUV|VERTEXXYZ|VERTEXRGBA +}; + +void Transform(void *vertices, int32 numVertices, Matrix *world, uint32 flags); +void RenderLine(int32 vert1, int32 vert2); +void RenderTriangle(int32 vert1, int32 vert2, int32 vert3); +void RenderPrimitive(PrimitiveType primType); +void RenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices); +void End(void); + +} + +} + diff --git a/src/rwuserdata.h b/src/rwuserdata.h new file mode 100644 index 0000000..00d7355 --- /dev/null +++ b/src/rwuserdata.h @@ -0,0 +1,94 @@ +namespace rw { + +enum UserDataType +{ + USERDATANA = 0, + USERDATAINT = 1, + USERDATAFLOAT = 2, + USERDATASTRING = 3 +}; + +struct UserDataArray +{ + char *name; + uint32 datatype; + int32 numElements; + void *data; + + int32 getInt(int32 n) { return ((int32*)this->data)[n]; } + float32 getFloat(int32 n) { return ((float32*)this->data)[n]; } + char *getString(int32 n) { return ((char**)this->data)[n]; } + void setInt(int32 n, int32 i) { ((int32*)this->data)[n] = i; } + void setFloat(int32 n, float32 f) { ((float32*)this->data)[n] = f; } + void setString(int32 n, const char *s); + + static int32 geometryAdd(Geometry *g, const char *name, int32 datatype, int32 numElements); + static void geometryRemove(Geometry *g, int32 n); + static int32 geometryGetCount(Geometry *g); + static UserDataArray *geometryGet(Geometry *g, int32 n); + static int32 geometryFindIndex(Geometry *g, const char *name); + + static int32 frameAdd(Frame *f, const char *name, int32 datatype, int32 numElements); + static void frameRemove(Frame *f, int32 n); + static int32 frameGetCount(Frame *f); + static UserDataArray *frameGet(Frame *f, int32 n); + static int32 frameFindIndex(Frame *f, const char *name); + + static int32 cameraAdd(Camera *c, const char *name, int32 datatype, int32 numElements); + static void cameraRemove(Camera *c, int32 n); + static int32 cameraGetCount(Camera *c); + static UserDataArray *cameraGet(Camera *c, int32 n); + static int32 cameraFindIndex(Camera *c, const char *name); + + static int32 lightAdd(Light *l, const char *name, int32 datatype, int32 numElements); + static void lightRemove(Light *l, int32 n); + static int32 lightGetCount(Light *l); + static UserDataArray *lightGet(Light *l, int32 n); + static int32 lightFindIndex(Light *l, const char *name); + + static int32 materialAdd(Material *m, const char *name, int32 datatype, int32 numElements); + static void materialRemove(Material *m, int32 n); + static int32 materialGetCount(Material *m); + static UserDataArray *materialGet(Material *m, int32 n); + static int32 materialFindIndex(Material *m, const char *name); + + static int32 textureAdd(Texture *t, const char *name, int32 datatype, int32 numElements); + static void textureRemove(Texture *t, int32 n); + static int32 textureGetCount(Texture *t); + static UserDataArray *textureGet(Texture *t, int32 n); + static int32 textureFindIndex(Texture *t, const char *name); +}; + +struct UserDataExtension +{ + int32 numArrays; + UserDataArray *arrays; + + int32 add(const char *name, int32 datatype, int32 numElements); + void remove(int32 n); + int32 getCount(void) { return numArrays; } + UserDataArray *get(int32 n) { return n >= numArrays ? nil : &arrays[n]; } + int32 findIndex(const char *name); + + static UserDataExtension *get(Geometry *geo); + static UserDataExtension *get(Frame *frame); + static UserDataExtension *get(Camera *cam); + static UserDataExtension *get(Light *light); + static UserDataExtension *get(Material *mat); + static UserDataExtension *get(Texture *tex); +}; + +struct UserDataGlobals +{ + int32 geometryOffset; + int32 frameOffset; + int32 cameraOffset; + int32 lightOffset; + int32 materialOffset; + int32 textureOffset; +}; +extern UserDataGlobals userDataGlobals; + +void registerUserDataPlugin(void); + +} diff --git a/src/skin.cpp b/src/skin.cpp new file mode 100644 index 0000000..abaa548 --- /dev/null +++ b/src/skin.cpp @@ -0,0 +1,486 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwanim.h" +#include "rwengine.h" +#include "rwplugins.h" +#include "ps2/rwps2.h" +#include "ps2/rwps2plg.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "gl/rwwdgl.h" +#include "gl/rwgl3.h" +#include "gl/rwgl3plg.h" + +#define PLUGIN_ID ID_SKIN + +namespace rw { + +SkinGlobals skinGlobals = { 0, 0, { nil }, nil }; + +static void* +createSkin(void *object, int32 offset, int32) +{ + *PLUGINOFFSET(Skin*, object, offset) = nil; + return object; +} + +static void* +destroySkin(void *object, int32 offset, int32) +{ + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + if(skin){ + rwFree(skin->data); + rwFree(skin->remapIndices); +// delete[] skin->platformData; + } + rwFree(skin); + return object; +} + +static void* +copySkin(void *dst, void *src, int32 offset, int32) +{ + Skin *srcskin = *PLUGINOFFSET(Skin*, src, offset); + if(srcskin == nil) + return dst; + Geometry *geometry = (Geometry*)src; + assert(geometry->instData == nil); + assert(((Geometry*)src)->numVertices == ((Geometry*)dst)->numVertices); + Skin *dstskin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, dst, offset) = dstskin; + dstskin->numBones = srcskin->numBones; + dstskin->numUsedBones = srcskin->numUsedBones; + dstskin->numWeights = srcskin->numWeights; + + assert(0 && "can't copy skin yet"); + dstskin->init(srcskin->numBones, srcskin->numUsedBones, + geometry->numVertices); + memcpy(dstskin->usedBones, srcskin->usedBones, srcskin->numUsedBones); + memcpy(dstskin->inverseMatrices, srcskin->inverseMatrices, + srcskin->numBones*64); + memcpy(dstskin->indices, srcskin->indices, geometry->numVertices*4); + memcpy(dstskin->weights, srcskin->weights, geometry->numVertices*16); + return dst; +} + +Stream* +readSkinSplitData(Stream *stream, Skin *skin) +{ + uint32 sz; + int8 *data; + + skin->boneLimit = stream->readI32(); + skin->numMeshes = stream->readI32(); + skin->rleSize = stream->readI32(); + if(skin->numMeshes){ + sz = skin->numBones + 2*(skin->numMeshes+skin->rleSize); + data = (int8*)rwMalloc(sz, MEMDUR_EVENT | ID_SKIN); + stream->read8(data, sz); + skin->remapIndices = data; + skin->rleCount = (Skin::RLEcount*)(data + skin->numBones); + skin->rle = (Skin::RLE*)(data + skin->numBones + 2*skin->numMeshes); + } + return stream; +} + +Stream* +writeSkinSplitData(Stream *stream, Skin *skin) +{ + stream->writeI32(skin->boneLimit); + stream->writeI32(skin->numMeshes); + stream->writeI32(skin->rleSize); + if(skin->numMeshes) + stream->write8(skin->remapIndices, + skin->numBones + 2*(skin->numMeshes+skin->rleSize)); + return stream; +} + +int32 +skinSplitDataSize(Skin *skin) +{ + if(skin->numMeshes == 0) + return 12; + return 12 + skin->numBones + 2*(skin->numMeshes+skin->rleSize); +} + +static Stream* +readSkin(Stream *stream, int32 len, void *object, int32 offset, int32) +{ + uint8 header[4]; + Geometry *geometry = (Geometry*)object; + + if(geometry->instData){ + // TODO: function pointers + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::readNativeSkin(stream, len, object, offset); + else if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::readNativeSkin(stream, len, object, offset); + else if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::readNativeSkin(stream, len, object, offset); + else{ + assert(0 && "unsupported native skin platform"); + return nil; + } + } + + stream->read8(header, 4); // numBones, numUsedBones, + // numWeights, unused + Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, geometry, offset) = skin; + + // numUsedBones and numWeights appear in/after 34003 + // but not in/before 33002 (probably rw::version >= 0x34000) + bool oldFormat = header[1] == 0; + + // Use numBones for numUsedBones to allocate data, + // find out the correct value later + if(oldFormat) + skin->init(header[0], header[0], geometry->numVertices); + else + skin->init(header[0], header[1], geometry->numVertices); + skin->numWeights = header[2]; + + if(!oldFormat) + stream->read8(skin->usedBones, skin->numUsedBones); + if(skin->indices) + stream->read8(skin->indices, geometry->numVertices*4); + if(skin->weights) + stream->read32(skin->weights, geometry->numVertices*16); + for(int32 i = 0; i < skin->numBones; i++){ + if(oldFormat) + stream->seek(4); // skip 0xdeaddead + stream->read32(&skin->inverseMatrices[i*16], 64); + } + + if(oldFormat){ + skin->findNumWeights(geometry->numVertices); + skin->findUsedBones(geometry->numVertices); + } + + if(!oldFormat) + readSkinSplitData(stream, skin); + + return stream; +} + +static Stream* +writeSkin(Stream *stream, int32 len, void *object, int32 offset, int32) +{ + uint8 header[4]; + Geometry *geometry = (Geometry*)object; + + if(geometry->instData){ + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::writeNativeSkin(stream, len, object, offset); + else if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::writeNativeSkin(stream, len, object, offset); + else if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::writeNativeSkin(stream, len, object, offset); + else{ + assert(0 && "unsupported native skin platform"); + return nil; + } + } + + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + // not sure which version introduced the new format + bool oldFormat = version < 0x34000; + header[0] = skin->numBones; + if(oldFormat){ + header[1] = 0; + header[2] = 0; + }else{ + header[1] = skin->numUsedBones; + header[2] = skin->numWeights; + } + header[3] = 0; + stream->write8(header, 4); + if(!oldFormat) + stream->write8(skin->usedBones, skin->numUsedBones); + stream->write8(skin->indices, geometry->numVertices*4); + stream->write32(skin->weights, geometry->numVertices*16); + for(int32 i = 0; i < skin->numBones; i++){ + if(oldFormat) + stream->writeU32(0xdeaddead); + stream->write32(&skin->inverseMatrices[i*16], 64); + } + + if(!oldFormat) + writeSkinSplitData(stream, skin); + return stream; +} + +static int32 +getSizeSkin(void *object, int32 offset, int32) +{ + Geometry *geometry = (Geometry*)object; + + if(geometry->instData){ + if(geometry->instData->platform == PLATFORM_PS2) + return ps2::getSizeNativeSkin(object, offset); + if(geometry->instData->platform == PLATFORM_WDGL) + return wdgl::getSizeNativeSkin(object, offset); + if(geometry->instData->platform == PLATFORM_XBOX) + return xbox::getSizeNativeSkin(object, offset); + if(geometry->instData->platform == PLATFORM_D3D8) + return -1; + if(geometry->instData->platform == PLATFORM_D3D9) + return -1; + assert(0 && "unsupported native skin platform"); + } + + Skin *skin = *PLUGINOFFSET(Skin*, object, offset); + if(skin == nil) + return -1; + + int32 size = 4 + geometry->numVertices*(16+4) + + skin->numBones*64; + // not sure which version introduced the new format + if(version < 0x34000) + size += skin->numBones*4; + else + size += skin->numUsedBones + skinSplitDataSize(skin); + return size; +} + +static Stream* +readSkinLegacy(Stream *stream, int32 len, void *object, int32, int32) +{ + Atomic *atomic = (Atomic*)object; + Geometry *geometry = atomic->geometry; + + int32 numBones = stream->readI32(); + int32 numVertices = stream->readI32(); + assert(numVertices == geometry->numVertices); + + Skin *skin = rwNewT(Skin, 1, MEMDUR_EVENT | ID_SKIN); + *PLUGINOFFSET(Skin*, geometry, skinGlobals.geoOffset) = skin; + skin->init(numBones, numBones, numVertices); + skin->legacyType = 1; + skin->numWeights = 4; + + stream->read8(skin->indices, numVertices*4); + stream->read32(skin->weights, numVertices*16); + + HAnimHierarchy *hier = HAnimHierarchy::create(numBones, nil, nil, 0, 36); + + for(int i = 0; i < numBones; i++){ + hier->nodeInfo[i].id = stream->readI32(); + hier->nodeInfo[i].index = stream->readI32(); + hier->nodeInfo[i].flags = stream->readI32() & 3; +// printf("%d %d %d %d\n", i, hier->nodeInfo[i].id, hier->nodeInfo[i].index, hier->nodeInfo[i].flags); + stream->read32(&skin->inverseMatrices[i*16], 64); + + Matrix mat; + Matrix::invert(&mat, (Matrix*)&skin->inverseMatrices[i*16]); +// printf("[ [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" +// " [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" +// " [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" +// " [ %8.4f, %8.4f, %8.4f, %8.4f ] ]\n" +// " %08x == flags\n", +// mat.right.x, mat.up.x, mat.at.x, mat.pos.x, +// mat.right.y, mat.up.y, mat.at.y, mat.pos.y, +// mat.right.z, mat.up.z, mat.at.z, mat.pos.z, +// 0.0f, 0.0f, 0.0f, 1.0f, +// mat.flags); + } + Frame *frame = atomic->getFrame()->child; + assert(frame->next == nil); // in old files atomic is above hierarchy it seems + assert(frame->count() == numBones); // assuming one frame per node this should also be true + HAnimData::get(frame)->hierarchy = hier; + hier->parentFrame = frame; + + return stream; +} + +static void +skinRights(void *object, int32, int32, uint32) +{ + Skin::setPipeline((Atomic*)object, 1); +} + +static void +skinAlways(void *object, int32, int32) +{ + Atomic *atomic = (Atomic*)object; + Geometry *geo = atomic->geometry; + if(geo == nil) return; + Skin *skin = Skin::get(geo); + if(skin == nil) return; + Skin::setPipeline((Atomic*)object, 1); +} + +static void* +createSkinAtm(void *object, int32 offset, int32) +{ + *PLUGINOFFSET(void*, object, offset) = nil; + return object; +} + +static void* +destroySkinAtm(void *object, int32 offset, int32) +{ + return object; +} + +static void* +copySkinAtm(void *dst, void *src, int32 offset, int32) +{ + *PLUGINOFFSET(void*, dst, offset) = *PLUGINOFFSET(void*, src, offset); + return dst; +} + +static void* +skinOpen(void *o, int32, int32) +{ + // init dummy pipelines + skinGlobals.dummypipe = ObjPipeline::create(); + skinGlobals.dummypipe->pluginID = ID_SKIN; + skinGlobals.dummypipe->pluginData = 1; + for(uint i = 0; i < nelem(skinGlobals.pipelines); i++) + skinGlobals.pipelines[i] = skinGlobals.dummypipe; + return o; +} + +static void* +skinClose(void *o, int32, int32) +{ + for(uint i = 0; i < nelem(skinGlobals.pipelines); i++) + if(skinGlobals.pipelines[i] == skinGlobals.dummypipe) + matFXGlobals.pipelines[i] = nil; + skinGlobals.dummypipe->destroy(); + skinGlobals.dummypipe = nil; + return o; +} + +void +registerSkinPlugin(void) +{ + Driver::registerPlugin(PLATFORM_NULL, 0, ID_SKIN, + skinOpen, skinClose); + ps2::initSkin(); + xbox::initSkin(); + d3d8::initSkin(); + d3d9::initSkin(); + wdgl::initSkin(); + gl3::initSkin(); + + int32 o; + o = Geometry::registerPlugin(sizeof(Skin*), ID_SKIN, + createSkin, destroySkin, copySkin); + Geometry::registerPluginStream(ID_SKIN, + readSkin, writeSkin, getSizeSkin); + skinGlobals.geoOffset = o; + o = Atomic::registerPlugin(sizeof(HAnimHierarchy*),ID_SKIN, + createSkinAtm, destroySkinAtm, copySkinAtm); + skinGlobals.atomicOffset = o; + Atomic::registerPluginStream(ID_SKIN, readSkinLegacy, nil, nil); + Atomic::setStreamRightsCallback(ID_SKIN, skinRights); + Atomic::setStreamAlwaysCallback(ID_SKIN, skinAlways); +} + +void +Skin::init(int32 numBones, int32 numUsedBones, int32 numVertices) +{ + this->numBones = numBones; + this->numUsedBones = numUsedBones; + uint32 size = this->numUsedBones + + this->numBones*64 + + numVertices*(16+4) + 0xF; + this->data = rwNewT(uint8, size, MEMDUR_EVENT | ID_SKIN); + uint8 *p = this->data; + + this->usedBones = nil; + if(this->numUsedBones){ + this->usedBones = p; + p += this->numUsedBones; + } + + p = (uint8*)(((uintptr)p + 0xF) & ~0xF); + this->inverseMatrices = nil; + if(this->numBones){ + this->inverseMatrices = (float*)p; + p += 64*this->numBones; + } + + this->indices = nil; + if(numVertices){ + this->indices = p; + p += 4*numVertices; + } + + this->weights = nil; + if(numVertices) + this->weights = (float*)p; + + this->boneLimit = 0; + this->numMeshes = 0; + this->rleSize = 0; + this->remapIndices = nil; + this->rleCount = nil; + this->rle = nil; + + this->platformData = nil; + this->legacyType = 0; +} + + + +//static_assert(sizeof(Skin::RLEcount) == 2, "RLEcount size"); +//static_assert(sizeof(Skin::RLE) == 2, "RLE size"); + +void +Skin::findNumWeights(int32 numVertices) +{ + this->numWeights = 1; + float *w = this->weights; + while(numVertices--){ + while(w[this->numWeights] != 0.0f){ + this->numWeights++; + if(this->numWeights == 4) + return; + } + w += 4; + } +} + +void +Skin::findUsedBones(int32 numVertices) +{ + uint8 usedTab[256]; + uint8 *indices = this->indices; + float *weights = this->weights; + memset(usedTab, 0, 256); + while(numVertices--){ + for(int32 i = 0; i < this->numWeights; i++){ + if(weights[i] == 0.0f) + continue; // TODO: this could probably be optimized + if(usedTab[indices[i]] == 0) + usedTab[indices[i]]++; + } + indices += 4; + weights += 4; + } + this->numUsedBones = 0; + for(int32 i = 0; i < 256; i++) + if(usedTab[i]) + this->usedBones[this->numUsedBones++] = i; +} + +void +Skin::setPipeline(Atomic *a, int32 type) +{ + (void)type; + a->pipeline = skinGlobals.pipelines[rw::platform]; +} + +} diff --git a/src/texture.cpp b/src/texture.cpp new file mode 100644 index 0000000..961649e --- /dev/null +++ b/src/texture.cpp @@ -0,0 +1,596 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "ps2/rwps2.h" +#include "d3d/rwd3d.h" +#include "d3d/rwxbox.h" +#include "d3d/rwd3d8.h" +#include "d3d/rwd3d9.h" +#include "d3d/rwd3dimpl.h" +#include "gl/rwgl3.h" + +#define PLUGIN_ID 0 + +namespace rw { + +int32 Texture::numAllocated; +int32 TexDictionary::numAllocated; + +PluginList TexDictionary::s_plglist(sizeof(TexDictionary)); +PluginList Texture::s_plglist(sizeof(Texture)); +PluginList Raster::s_plglist(sizeof(Raster)); + +struct TextureGlobals +{ + TexDictionary *initialTexDict; + TexDictionary *currentTexDict; + // load textures from files + bool32 loadTextures; + // create dummy textures to store just names + bool32 makeDummies; + bool32 mipmapping; + bool32 autoMipmapping; + LinkList texDicts; + + LinkList textures; +}; +int32 textureModuleOffset; + +#define TEXTUREGLOBAL(v) (PLUGINOFFSET(TextureGlobals, engine, textureModuleOffset)->v) + +static void* +textureOpen(void *object, int32 offset, int32 size) +{ + TexDictionary *texdict; + textureModuleOffset = offset; + TEXTUREGLOBAL(texDicts).init(); + TEXTUREGLOBAL(textures).init(); + texdict = TexDictionary::create(); + TEXTUREGLOBAL(initialTexDict) = texdict; + TexDictionary::setCurrent(texdict); + TEXTUREGLOBAL(loadTextures) = 1; + TEXTUREGLOBAL(makeDummies) = 0; + TEXTUREGLOBAL(mipmapping) = 0; + TEXTUREGLOBAL(autoMipmapping) = 0; + return object; +} +static void* +textureClose(void *object, int32 offset, int32 size) +{ + FORLIST(lnk, TEXTUREGLOBAL(texDicts)) + TexDictionary::fromLink(lnk)->destroy(); + TEXTUREGLOBAL(initialTexDict) = nil; + TEXTUREGLOBAL(currentTexDict) = nil; + + FORLIST(lnk, TEXTUREGLOBAL(textures)){ + Texture *tex = LLLinkGetData(lnk, Texture, inGlobalList); +// printf("Tex still allocated: %d %s %s\n", tex->refCount, tex->name, tex->mask); + assert(tex->dict == nil); + tex->destroy(); + } + return object; +} + +void +Texture::registerModule(void) +{ + Engine::registerPlugin(sizeof(TextureGlobals), ID_TEXTUREMODULE, textureOpen, textureClose); +} + +void +Texture::setLoadTextures(bool32 b) +{ + TEXTUREGLOBAL(loadTextures) = b; +} + +void +Texture::setCreateDummies(bool32 b) +{ + TEXTUREGLOBAL(makeDummies) = b; +} + +void Texture::setMipmapping(bool32 b) { TEXTUREGLOBAL(mipmapping) = b; } +void Texture::setAutoMipmapping(bool32 b) { TEXTUREGLOBAL(autoMipmapping) = b; } +bool32 Texture::getMipmapping(void) { return TEXTUREGLOBAL(mipmapping); } +bool32 Texture::getAutoMipmapping(void) { return TEXTUREGLOBAL(autoMipmapping); } + +// +// TexDictionary +// + +TexDictionary* +TexDictionary::create(void) +{ + TexDictionary *dict = (TexDictionary*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_TEXDICTIONARY); + if(dict == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + dict->object.init(TexDictionary::ID, 0); + dict->textures.init(); + TEXTUREGLOBAL(texDicts).add(&dict->inGlobalList); + s_plglist.construct(dict); + return dict; +} + +void +TexDictionary::destroy(void) +{ + if(TEXTUREGLOBAL(currentTexDict) == this) + TEXTUREGLOBAL(currentTexDict) = nil; + FORLIST(lnk, this->textures){ + Texture *tex = Texture::fromDict(lnk); + this->remove(tex); + tex->destroy(); + } + s_plglist.destruct(this); + this->inGlobalList.remove(); + rwFree(this); + numAllocated--; +} + +void +TexDictionary::add(Texture *t) +{ + if(t->dict) + t->inDict.remove(); + t->dict = this; + this->textures.append(&t->inDict); +} + +void +TexDictionary::remove(Texture *t) +{ + assert(t->dict == this); + t->inDict.remove(); + t->dict = nil; +} + +void +TexDictionary::addFront(Texture *t) +{ + if(t->dict) + t->inDict.remove(); + t->dict = this; + this->textures.add(&t->inDict); +} + +Texture* +TexDictionary::find(const char *name) +{ + FORLIST(lnk, this->textures){ + Texture *tex = Texture::fromDict(lnk); + if(strncmp_ci(tex->name, name, 32) == 0) + return tex; + } + return nil; +} + +TexDictionary* +TexDictionary::streamRead(Stream *stream) +{ + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + int32 numTex = stream->readI16(); + stream->readI16(); // device id (0 = unknown, 1 = d3d8, 2 = d3d9, + // 3 = gcn, 4 = null, 5 = opengl, + // 6 = ps2, 7 = softras, 8 = xbox, 9 = psp) + TexDictionary *txd = TexDictionary::create(); + if(txd == nil) + return nil; + Texture *tex; + for(int32 i = 0; i < numTex; i++){ + if(!findChunk(stream, ID_TEXTURENATIVE, nil, nil)){ + RWERROR((ERR_CHUNK, "TEXTURENATIVE")); + goto fail; + } + tex = Texture::streamReadNative(stream); + if(tex == nil) + goto fail; + Texture::s_plglist.streamRead(stream, tex); + txd->add(tex); + } + if(s_plglist.streamRead(stream, txd)) + return txd; +fail: + txd->destroy(); + return nil; +} + +void +TexDictionary::streamWrite(Stream *stream) +{ + writeChunkHeader(stream, ID_TEXDICTIONARY, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, 4); + int32 numTex = this->count(); + stream->writeI16(numTex); + stream->writeI16(0); + FORLIST(lnk, this->textures){ + Texture *tex = Texture::fromDict(lnk); + uint32 sz = tex->streamGetSizeNative(); + sz += 12 + Texture::s_plglist.streamGetSize(tex); + writeChunkHeader(stream, ID_TEXTURENATIVE, sz); + tex->streamWriteNative(stream); + Texture::s_plglist.streamWrite(stream, tex); + } + s_plglist.streamWrite(stream, this); +} + +uint32 +TexDictionary::streamGetSize(void) +{ + uint32 size = 12 + 4; + FORLIST(lnk, this->textures){ + Texture *tex = Texture::fromDict(lnk); + size += 12 + tex->streamGetSizeNative(); + size += 12 + Texture::s_plglist.streamGetSize(tex); + } + size += 12 + s_plglist.streamGetSize(this); + return size; +} + +void +TexDictionary::setCurrent(TexDictionary *txd) +{ + PLUGINOFFSET(TextureGlobals, engine, textureModuleOffset)->currentTexDict = txd; +} + +TexDictionary* +TexDictionary::getCurrent(void) +{ + return PLUGINOFFSET(TextureGlobals, engine, textureModuleOffset)->currentTexDict; +} + +// +// Texture +// + +static Texture *defaultFindCB(const char *name); +static Texture *defaultReadCB(const char *name, const char *mask); + +Texture *(*Texture::findCB)(const char *name) = defaultFindCB; +Texture *(*Texture::readCB)(const char *name, const char *mask) = defaultReadCB; + +Texture* +Texture::create(Raster *raster) +{ + Texture *tex = (Texture*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_TEXTURE); + if(tex == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + tex->dict = nil; + tex->inDict.init(); + memset(tex->name, 0, 32); + memset(tex->mask, 0, 32); + tex->filterAddressing = (WRAP << 12) | (WRAP << 8) | NEAREST; + tex->raster = raster; + tex->refCount = 1; + TEXTUREGLOBAL(textures).add(&tex->inGlobalList); + s_plglist.construct(tex); + return tex; +} + +void +Texture::destroy(void) +{ + this->refCount--; + if(this->refCount <= 0){ + s_plglist.destruct(this); + if(this->dict) + this->inDict.remove(); + if(this->raster) + this->raster->destroy(); + this->inGlobalList.remove(); + rwFree(this); + numAllocated--; + } +} + +static Texture* +defaultFindCB(const char *name) +{ + if(TEXTUREGLOBAL(currentTexDict)) + return TEXTUREGLOBAL(currentTexDict)->find(name); + // TODO: RW searches *all* TXDs otherwise + return nil; +} + + +static Texture* +defaultReadCB(const char *name, const char *mask) +{ + Texture *tex; + Image *img; + + img = Image::readMasked(name, mask); + if(img){ + tex = Texture::create(Raster::createFromImage(img)); + strncpy(tex->name, name, 32); + if(mask) + strncpy(tex->mask, mask, 32); + img->destroy(); + return tex; + }else + return nil; +} + +Texture* +Texture::read(const char *name, const char *mask) +{ + (void)mask; + Raster *raster = nil; + Texture *tex; + + if(tex = Texture::findCB(name), tex){ + tex->addRef(); + return tex; + } + if(TEXTUREGLOBAL(loadTextures)){ + tex = Texture::readCB(name, mask); + if(tex == nil) + goto dummytex; + }else dummytex: if(TEXTUREGLOBAL(makeDummies)){ +//printf("missing texture %s %s\n", name ? name : "", mask ? mask : ""); + tex = Texture::create(nil); + if(tex == nil) + return nil; + strncpy(tex->name, name, 32); + if(mask) + strncpy(tex->mask, mask, 32); + raster = Raster::create(0, 0, 0, Raster::DONTALLOCATE); + tex->raster = raster; + } + if(tex && TEXTUREGLOBAL(currentTexDict)){ + if(tex->dict) + tex->inDict.remove(); + TEXTUREGLOBAL(currentTexDict)->add(tex); + } + return tex; +} + +Texture* +Texture::streamRead(Stream *stream) +{ + uint32 length; + char name[128], mask[128]; + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + uint32 filterAddressing = stream->readU32(); + // if V addressing is 0, copy U + if((filterAddressing & 0xF000) == 0) + filterAddressing |= (filterAddressing&0xF00) << 4; + + // if using mipmap filter mode, set automipmapping, + // if 0x10000 is set, set mipmapping + + if(!findChunk(stream, ID_STRING, &length, nil)){ + RWERROR((ERR_CHUNK, "STRING")); + return nil; + } + stream->read8(name, length); + + if(!findChunk(stream, ID_STRING, &length, nil)){ + RWERROR((ERR_CHUNK, "STRING")); + return nil; + } + stream->read8(mask, length); + + bool32 mipState = getMipmapping(); + bool32 autoMipState = getAutoMipmapping(); + int32 filter = filterAddressing&0xFF; + if(filter == MIPNEAREST || filter == MIPLINEAR || + filter == LINEARMIPNEAREST || filter == LINEARMIPLINEAR){ + setMipmapping(1); + setAutoMipmapping((filterAddressing&0x10000) == 0); + }else{ + setMipmapping(0); + setAutoMipmapping(0); + } + + Texture *tex = Texture::read(name, mask); + + setMipmapping(mipState); + setAutoMipmapping(autoMipState); + + if(tex == nil){ + s_plglist.streamSkip(stream); + return nil; + } + if(tex->refCount == 1) + tex->filterAddressing = filterAddressing&0xFFFF; + + if(s_plglist.streamRead(stream, tex)) + return tex; + + tex->destroy(); + return nil; +} + +bool +Texture::streamWrite(Stream *stream) +{ + int size; + char buf[36]; + writeChunkHeader(stream, ID_TEXTURE, this->streamGetSize()); + writeChunkHeader(stream, ID_STRUCT, 4); + uint32 filterAddressing = this->filterAddressing; + if(this->raster && (raster->format & Raster::AUTOMIPMAP) == 0) + filterAddressing |= 0x10000; + stream->writeU32(filterAddressing); + + memset(buf, 0, 36); + strncpy(buf, this->name, 32); + size = strlen(buf)+4 & ~3; + writeChunkHeader(stream, ID_STRING, size); + stream->write8(buf, size); + + memset(buf, 0, 36); + strncpy(buf, this->mask, 32); + size = strlen(buf)+4 & ~3; + writeChunkHeader(stream, ID_STRING, size); + stream->write8(buf, size); + + s_plglist.streamWrite(stream, this); + return true; +} + +uint32 +Texture::streamGetSize(void) +{ + uint32 size = 0; + size += 12 + 4; + size += 12 + 12; + size += strlen(this->name)+4 & ~3; + size += strlen(this->mask)+4 & ~3; + size += 12 + s_plglist.streamGetSize(this); + return size; +} + +Texture* +Texture::streamReadNative(Stream *stream) +{ + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + uint32 platform = stream->readU32(); + stream->seek(-16); + if(platform == FOURCC_PS2) + return ps2::readNativeTexture(stream); + if(platform == PLATFORM_D3D8) + return d3d8::readNativeTexture(stream); + if(platform == PLATFORM_D3D9) + return d3d9::readNativeTexture(stream); + if(platform == PLATFORM_XBOX) + return xbox::readNativeTexture(stream); + if(platform == PLATFORM_GL3) + return gl3::readNativeTexture(stream); + assert(0 && "unsupported platform"); + return nil; +} + +void +Texture::streamWriteNative(Stream *stream) +{ + if(this->raster->platform == PLATFORM_PS2) + ps2::writeNativeTexture(this, stream); + else if(this->raster->platform == PLATFORM_D3D8) + d3d8::writeNativeTexture(this, stream); + else if(this->raster->platform == PLATFORM_D3D9) + d3d9::writeNativeTexture(this, stream); + else if(this->raster->platform == PLATFORM_XBOX) + xbox::writeNativeTexture(this, stream); + else if(this->raster->platform == PLATFORM_GL3) + gl3::writeNativeTexture(this, stream); + else + assert(0 && "unsupported platform"); +} + +uint32 +Texture::streamGetSizeNative(void) +{ + if(this->raster->platform == PLATFORM_PS2) + return ps2::getSizeNativeTexture(this); + if(this->raster->platform == PLATFORM_D3D8) + return d3d8::getSizeNativeTexture(this); + if(this->raster->platform == PLATFORM_D3D9) + return d3d9::getSizeNativeTexture(this); + if(this->raster->platform == PLATFORM_XBOX) + return xbox::getSizeNativeTexture(this); + if(this->raster->platform == PLATFORM_GL3) + return gl3::getSizeNativeTexture(this); + assert(0 && "unsupported platform"); + return 0; +} + + + +int32 anisotOffset; + +static void* +createAnisot(void *object, int32 offset, int32) +{ + *GETANISOTROPYEXT(object) = 1; + return object; +} + +static void* +copyAnisot(void *dst, void *src, int32 offset, int32) +{ + *GETANISOTROPYEXT(dst) = *GETANISOTROPYEXT(src); + return dst; +} + +static Stream* +readAnisot(Stream *stream, int32, void *object, int32 offset, int32) +{ + *GETANISOTROPYEXT(object) = stream->readI32(); + return stream; +} + +static Stream* +writeAnisot(Stream *stream, int32, void *object, int32 offset, int32) +{ + stream->writeI32(*GETANISOTROPYEXT(object)); + return stream; +} + +static int32 +getSizeAnisot(void *object, int32 offset, int32) +{ + if(*GETANISOTROPYEXT(object) == 1) + return 0; + return sizeof(int32); +} + +void +registerAnisotropyPlugin(void) +{ + anisotOffset = Texture::registerPlugin(sizeof(int32), ID_ANISOT, createAnisot, nil, copyAnisot); + Texture::registerPluginStream(ID_ANISOT, readAnisot, writeAnisot, getSizeAnisot); +} + +void +Texture::setMaxAnisotropy(int32 maxaniso) +{ + if(anisotOffset > 0) + *GETANISOTROPYEXT(this) = maxaniso; +} + +int32 +Texture::getMaxAnisotropy(void) +{ + if(anisotOffset > 0) + return *GETANISOTROPYEXT(this); + return 1; +} + +int32 +getMaxSupportedMaxAnisotropy(void) +{ +#ifdef RW_D3D9 + return d3d::d3d9Globals.caps.MaxAnisotropy; +#endif +#ifdef RW_GL3 + return (int32)gl3::gl3Caps.maxAnisotropy; +#endif + return 1; +} + +} diff --git a/src/tga.cpp b/src/tga.cpp new file mode 100644 index 0000000..cbe845f --- /dev/null +++ b/src/tga.cpp @@ -0,0 +1,222 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID 0 + +namespace rw { + + +// NB: this has padding and cannot be streamed directly! +struct TGAHeader +{ + int8 IDlen; + int8 colorMapType; + int8 imageType; + int16 colorMapOrigin; + int16 colorMapLength; + int8 colorMapDepth; + int16 xOrigin, yOrigin; + int16 width, height; + uint8 depth; + uint8 descriptor; + + void read(Stream *stream); + void write(Stream *stream); +}; + +void +TGAHeader::read(Stream *stream) +{ + IDlen = stream->readI8(); + colorMapType = stream->readI8(); + imageType = stream->readI8(); + colorMapOrigin = stream->readI16(); + colorMapLength = stream->readI16(); + colorMapDepth = stream->readI8(); + xOrigin = stream->readI16(); + yOrigin = stream->readI16(); + width = stream->readI16(); + height = stream->readI16(); + depth = stream->readU8(); + descriptor = stream->readU8(); +} + +void +TGAHeader::write(Stream *stream) +{ + stream->writeI8(IDlen); + stream->writeI8(colorMapType); + stream->writeI8(imageType); + stream->writeI16(colorMapOrigin); + stream->writeI16(colorMapLength); + stream->writeI8(colorMapDepth); + stream->writeI16(xOrigin); + stream->writeI16(yOrigin); + stream->writeI16(width); + stream->writeI16(height); + stream->writeU8(depth); + stream->writeU8(descriptor); +} + +Image* +readTGA(const char *filename) +{ + TGAHeader header; + Image *image; + int depth = 0, palDepth = 0; + uint32 length; + uint8 *data = getFileContents(filename, &length); + assert(data != nil); + StreamMemory file; + file.open(data, length); + header.read(&file); + + assert(header.imageType == 1 || header.imageType == 2); + file.seek(header.IDlen); + if(header.colorMapType){ + assert(header.colorMapOrigin == 0); + depth = (header.colorMapLength <= 16) ? 4 : 8; + palDepth = header.colorMapDepth; + assert(palDepth == 24 || palDepth == 32); + }else{ + depth = header.depth; + assert(depth == 16 || depth == 24 || depth == 32); + } + + image = Image::create(header.width, header.height, depth); + image->allocate(); + uint8 *palette = header.colorMapType ? image->palette : nil; + uint8 (*color)[4] = nil; + if(palette){ + int maxlen = depth == 4 ? 16 : 256; + color = (uint8(*)[4])palette; + int i; + for(i = 0; i < header.colorMapLength; i++){ + color[i][2] = file.readU8(); + color[i][1] = file.readU8(); + color[i][0] = file.readU8(); + color[i][3] = 0xFF; + if(palDepth == 32) + color[i][3] = file.readU8(); + } + for(; i < maxlen; i++){ + color[i][0] = color[i][1] = color[i][2] = 0; + color[i][3] = 0xFF; + } + } + + uint8 *pixels = image->pixels; + if(!(header.descriptor & 0x20)) + pixels += (image->height-1)*image->stride; + for(int y = 0; y < image->height; y++){ + uint8 *line = pixels; + for(int x = 0; x < image->width; x++){ + switch(image->depth){ + case 4: + case 8: + line[0] = file.readU8(); + break; + case 16: + line[0] = file.readU8(); + line[1] = file.readU8(); + break; + case 24: + line[2] = file.readU8(); + line[1] = file.readU8(); + line[0] = file.readU8(); + break; + case 32: + line[2] = file.readU8(); + line[1] = file.readU8(); + line[0] = file.readU8(); + line[3] = file.readU8(); + break; + } + line += image->bpp; + } + pixels += (header.descriptor&0x20) ? + image->stride : -image->stride; + } + + file.close(); + rwFree(data); + return image; +} + +void +writeTGA(Image *image, const char *filename) +{ + TGAHeader header; + StreamFile file; + if(!file.open(filename, "wb")){ + RWERROR((ERR_FILE, filename)); + return; + } + header.IDlen = 0; + header.imageType = image->palette != nil ? 1 : 2; + header.colorMapType = image->palette != nil; + header.colorMapOrigin = 0; + header.colorMapLength = image->depth == 4 ? 16 : + image->depth == 8 ? 256 : 0; + header.colorMapDepth = image->palette ? 32 : 0; + header.xOrigin = 0; + header.yOrigin = 0; + header.width = image->width; + header.height = image->height; + header.depth = image->depth == 4 ? 8 : image->depth; + header.descriptor = 0x20 | (image->depth == 32 ? 8 : 0); + header.write(&file); + + uint8 *palette = header.colorMapType ? image->palette : nil; + uint8 (*color)[4] = (uint8(*)[4])palette;; + if(palette) + for(int i = 0; i < header.colorMapLength; i++){ + file.writeU8(color[i][2]); + file.writeU8(color[i][1]); + file.writeU8(color[i][0]); + file.writeU8(color[i][3]); + } + + uint8 *line = image->pixels; + uint8 *p; + for(int y = 0; y < image->height; y++){ + p = line; + for(int x = 0; x < image->width; x++){ + switch(image->depth){ + case 4: + case 8: + file.writeU8(p[0]); + break; + case 16: + file.writeU8(p[0]); + file.writeU8(p[1]); + break; + case 24: + file.writeU8(p[2]); + file.writeU8(p[1]); + file.writeU8(p[0]); + break; + case 32: + file.writeU8(p[2]); + file.writeU8(p[1]); + file.writeU8(p[0]); + file.writeU8(p[3]); + break; + } + p += image->bpp; + } + line += image->stride; + } + file.close(); +} + +} diff --git a/src/tristrip.cpp b/src/tristrip.cpp new file mode 100644 index 0000000..bd9123f --- /dev/null +++ b/src/tristrip.cpp @@ -0,0 +1,682 @@ +#include +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" + +#define PLUGIN_ID 2 + +namespace rw { + +struct GraphEdge +{ + int32 node; /* index of the connected node */ + uint32 isConnected : 1; /* is connected to other node */ + uint32 otherEdge : 2; /* edge number on connected node */ + uint32 isStrip : 1; /* is strip edge */ +}; + +struct StripNode +{ + uint16 v[3]; /* vertex indices */ + uint8 parent : 2; /* tunnel parent node (edge index) */ + uint8 visited : 1; /* visited in breadth first search */ + uint8 stripVisited : 1; /* strip starting at this node was visited during search */ + uint8 isEnd : 1; /* is in end list */ + GraphEdge e[3]; + int32 stripId; /* index of start node */ + LLLink inlist; +}; + +struct StripMesh +{ + int32 numNodes; + StripNode *nodes; + LinkList loneNodes; /* nodes not connected to any others */ + LinkList endNodes; /* strip start/end nodes */ +}; + +//#define trace(...) printf(__VA_ARGS__) +#define trace(...) + +static void +printNode(StripMesh *sm, StripNode *n) +{ + trace("%3ld: %3d %3d.%d %3d.%d %3d.%d || %3d %3d %3d\n", + n - sm->nodes, + n->stripId, + n->e[0].node, + n->e[0].isStrip, + n->e[1].node, + n->e[1].isStrip, + n->e[2].node, + n->e[2].isStrip, + n->v[0], + n->v[1], + n->v[2]); +} + +static void +printLone(StripMesh *sm) +{ + FORLIST(lnk, sm->loneNodes) + printNode(sm, LLLinkGetData(lnk, StripNode, inlist)); +} + +static void +printEnds(StripMesh *sm) +{ + FORLIST(lnk, sm->endNodes) + printNode(sm, LLLinkGetData(lnk, StripNode, inlist)); +} + +static void +printSmesh(StripMesh *sm) +{ + for(int32 i = 0; i < sm->numNodes; i++) + printNode(sm, &sm->nodes[i]); +} + +static void +collectFaces(Geometry *geo, StripMesh *sm, uint16 m) +{ + StripNode *n; + Triangle *t; + sm->numNodes = 0; + for(int32 i = 0; i < geo->numTriangles; i++){ + t = &geo->triangles[i]; + if(t->matId == m){ + n = &sm->nodes[sm->numNodes++]; + n->v[0] = t->v[0]; + n->v[1] = t->v[1]; + n->v[2] = t->v[2]; + assert(t->v[0] < geo->numVertices); + assert(t->v[1] < geo->numVertices); + assert(t->v[2] < geo->numVertices); + n->e[0].node = 0; + n->e[1].node = 0; + n->e[2].node = 0; + n->e[0].isConnected = 0; + n->e[1].isConnected = 0; + n->e[2].isConnected = 0; + n->e[0].isStrip = 0; + n->e[1].isStrip = 0; + n->e[2].isStrip = 0; + n->parent = 0; + n->visited = 0; + n->stripVisited = 0; + n->isEnd = 0; + n->stripId = -1; + n->inlist.init(); + } + } +} + +/* Find Triangle that has edge e that is not connected yet. */ +static GraphEdge +findEdge(StripMesh *sm, int32 e[2]) +{ + StripNode *n; + GraphEdge ge = { 0, 0, 0, 0 }; + for(int32 i = 0; i < sm->numNodes; i++){ + n = &sm->nodes[i]; + for(int32 j = 0; j < 3; j++){ + if(n->e[j].isConnected) + continue; + if(e[0] == n->v[j] && + e[1] == n->v[(j+1) % 3]){ + ge.node = i; + // signal success + ge.isConnected = 1; + ge.otherEdge = j; + return ge; + } + } + } + return ge; +} + +/* Connect nodes sharing an edge, preserving winding */ +static void +connectNodesPreserve(StripMesh *sm) +{ + StripNode *n, *nn; + int32 e[2]; + GraphEdge ge; + for(int32 i = 0; i < sm->numNodes; i++){ + n = &sm->nodes[i]; + for(int32 j = 0; j < 3; j++){ + if(n->e[j].isConnected) + continue; + + /* flip edge and search for node */ + e[1] = n->v[j]; + e[0] = n->v[(j+1) % 3]; + ge = findEdge(sm, e); + if(ge.isConnected){ + /* found node, now connect */ + n->e[j].node = ge.node; + n->e[j].isConnected = 1; + n->e[j].otherEdge = ge.otherEdge; + n->e[j].isStrip = 0; + nn = &sm->nodes[ge.node]; + nn->e[ge.otherEdge].node = i; + nn->e[ge.otherEdge].isConnected = 1; + nn->e[ge.otherEdge].otherEdge = j; + nn->e[ge.otherEdge].isStrip = 0; + } + } + } +} + +static int32 +numConnections(StripNode *n) +{ + return n->e[0].isConnected + + n->e[1].isConnected + + n->e[2].isConnected; +} + +static int32 +numStripEdges(StripNode *n) +{ + return n->e[0].isStrip + + n->e[1].isStrip + + n->e[2].isStrip; +} + +#define IsEnd(n) (numConnections(n) > 0 && numStripEdges(n) < 2) + +/* Complement the strip-ness of an edge */ +static void +complementEdge(StripMesh *sm, GraphEdge *e) +{ + e->isStrip = !e->isStrip; + e = &sm->nodes[e->node].e[e->otherEdge]; + e->isStrip = !e->isStrip; +} + +/* While possible extend a strip from a starting node until + * we find a node already in a strip. N.B. this function + * makes no attempts to connect to an already existing strip. + * It also doesn't try to alternate between left and right. */ +static void +extendStrip(StripMesh *sm, StripNode *start) +{ + StripNode *n, *nn; + n = start; + if(numConnections(n) == 0){ + sm->loneNodes.append(&n->inlist); + return; + } + sm->endNodes.append(&n->inlist); + n->isEnd = 1; +loop: + /* Find the next node to connect to on any of the three edges */ + for(int32 i = 0; i < 3; i++){ + if(!n->e[i].isConnected) + continue; + nn = &sm->nodes[n->e[i].node]; + if(nn->stripId >= 0) + continue; + + /* found one */ + nn->stripId = n->stripId; + /* We know it's not a strip edge yet, + * so complementing it will make it one. */ + complementEdge(sm, &n->e[i]); + n = nn; + goto loop; + } + if(n != start){ + sm->endNodes.append(&n->inlist); + n->isEnd = 1; + } +} + +static void +buildStrips(StripMesh *sm) +{ + StripNode *n; + for(int32 i = 0; i < sm->numNodes; i++){ + n = &sm->nodes[i]; + if(n->stripId >= 0) + continue; + n->stripId = i; + extendStrip(sm, n); + } +} + +static StripNode* +findTunnel(StripMesh *sm, StripNode *n) +{ + LinkList searchNodes; + StripNode *nn; + int edgetype; + int isEnd; + + searchNodes.init(); + edgetype = 0; + for(;;){ + for(int32 i = 0; i < 3; i++){ + /* Find a node connected by the right edgetype */ + if(!n->e[i].isConnected || + n->e[i].isStrip != edgetype) + continue; + nn = &sm->nodes[n->e[i].node]; + + /* If the node has been visited already, + * there's a shorter path. */ + if(nn->visited) + continue; + + /* Don't allow non-strip edge between nodes of the same + * strip to prevent loops. + * Actually these edges are allowed under certain + * circumstances, but they require complex checks. */ + if(edgetype == 0 && + n->stripId == nn->stripId) + continue; + + isEnd = IsEnd(nn); + + /* Can't add end nodes to two lists, so skip. */ + if(isEnd && edgetype == 1) + continue; + + nn->parent = n->e[i].otherEdge; + nn->visited = 1; + sm->nodes[nn->stripId].stripVisited = 1; + + /* Search complete. */ + if(isEnd && edgetype == 0) + return nn; + + /* Found a valid node. */ + searchNodes.append(&nn->inlist); + } + if(searchNodes.isEmpty()) + return nil; + n = LLLinkGetData(searchNodes.link.next, StripNode, inlist); + n->inlist.remove(); + edgetype = !edgetype; + } +} + +static void +resetGraph(StripMesh *sm) +{ + StripNode *n; + for(int32 i = 0; i < sm->numNodes; i++){ + n = &sm->nodes[i]; + n->visited = 0; + n->stripVisited = 0; + } +} + +static StripNode* +walkStrip(StripMesh *sm, StripNode *start) +{ + StripNode *n, *nn; + int32 last; + +//trace("stripend: "); +//printNode(sm, start); + + n = start; + last = -1; + for(;;n = nn){ + n->visited = 0; + n->stripVisited = 0; + if(n->isEnd) + n->inlist.remove(); + n->isEnd = 0; + + if(IsEnd(n) && n != start) + return n; + + /* find next node */ + nn = nil; + for(int32 i = 0; i < 3; i++){ + if(!n->e[i].isStrip || i == last) + continue; + nn = &sm->nodes[n->e[i].node]; + last = n->e[i].otherEdge; + nn->stripId = n->stripId; + break; + } +//trace(" next: "); +//printNode(sm, nn); + if(nn == nil) + return nil; + } +} + +static void +applyTunnel(StripMesh *sm, StripNode *end, StripNode *start) +{ + LinkList tmplist; + StripNode *n, *nn; + + for(n = end; n != start; n = &sm->nodes[n->e[n->parent].node]){ +//trace(" "); +//printNode(sm, n); + complementEdge(sm, &n->e[n->parent]); + } +//trace(" "); +//printNode(sm, start); + +//printSmesh(sm); +//trace("-------\n"); + tmplist.init(); + while(!sm->endNodes.isEmpty()){ + n = LLLinkGetData(sm->endNodes.link.next, StripNode, inlist); + /* take out of end list */ + n->inlist.remove(); + n->isEnd = 0; + /* no longer an end node */ + if(!IsEnd(n)) + continue; + // TODO: only walk strip if it was touched + /* set new id, walk strip and find other end */ + n->stripId = n - sm->nodes; + nn = walkStrip(sm, n); + tmplist.append(&n->inlist); + n->isEnd = 1; + if(nn && n != nn){ + tmplist.append(&nn->inlist); + nn->isEnd = 1; + } + } + /* Move new end nodes to the real list. */ + sm->endNodes = tmplist; + sm->endNodes.link.next->prev = &sm->endNodes.link; + sm->endNodes.link.prev->next = &sm->endNodes.link; +} + +static void +tunnel(StripMesh *sm) +{ + StripNode *n, *nn; + +again: + FORLIST(lnk, sm->endNodes){ + n = LLLinkGetData(lnk, StripNode, inlist); +// trace("searching %p %d\n", n, numStripEdges(n)); + nn = findTunnel(sm, n); +// trace(" %p %p\n", n, nn); + + if(nn){ + applyTunnel(sm, nn, n); + resetGraph(sm); + /* applyTunnel changes sm->endNodes, so we have to + * jump out of the loop. */ + goto again; + } + resetGraph(sm); + } + trace("tunneling done!\n"); +} + +/* Get next edge in strip. + * Last is the edge index whence we came lest we go back. */ +static int +getNextEdge(StripNode *n, int32 last) +{ + int32 i; + for(i = 0; i < 3; i++) + if(n->e[i].isStrip && i != last) + return i; + return -1; +} + +#define NEXT(x) (((x)+1) % 3) +#define PREV(x) (((x)+2) % 3) +#define RIGHT(x) NEXT(x) +#define LEFT(x) PREV(x) + +/* Generate mesh indices for all strips in a StripMesh */ +static void +makeMesh(StripMesh *sm, Mesh *m) +{ + int32 i, j; + int32 rightturn, lastrightturn; + int32 seam; + int32 even; + StripNode *n; + + /* three indices + two for stitch per triangle must be enough */ + m->indices = rwNewT(uint16, sm->numNodes*5, MEMDUR_FUNCTION | ID_GEOMETRY); + memset(m->indices, 0xFF, sm->numNodes*5*sizeof(uint16)); + + even = 1; + FORLIST(lnk, sm->endNodes){ + n = LLLinkGetData(lnk, StripNode, inlist); + /* only interested in start nodes, not the ends */ + if(n->stripId != (n - sm->nodes)) + continue; + + /* i is the edge we enter this triangle from. + * j is the edge we exit. */ + j = getNextEdge(n, -1); + /* starting triangle must have connection */ + if(j < 0) + continue; + /* Space to stitch together strips */ + seam = m->numIndices; + if(seam) + m->numIndices += 2; + /* Start ccw for even tris */ + if(even){ + /* Start with a right turn */ + i = LEFT(j); + m->indices[m->numIndices++] = n->v[i]; + m->indices[m->numIndices++] = n->v[NEXT(i)]; + }else{ + /* Start with a left turn */ + i = RIGHT(j); + m->indices[m->numIndices++] = n->v[NEXT(i)]; + m->indices[m->numIndices++] = n->v[i]; + } +trace("\nstart %d %d\n", numStripEdges(n), m->numIndices-2); + lastrightturn = -1; + + while(j >= 0){ + rightturn = RIGHT(i) == j; + if(rightturn == lastrightturn){ + // insert a swap if we're not alternating + m->indices[m->numIndices] = m->indices[m->numIndices-2]; +trace("SWAP\n"); + m->numIndices++; + even = !even; + } +trace("%d:%d%c %d %d %d\n", n-sm->nodes, m->numIndices, even ? ' ' : '.', n->v[0], n->v[1], n->v[2]); + lastrightturn = rightturn; + if(rightturn) + m->indices[m->numIndices++] = n->v[NEXT(j)]; + else + m->indices[m->numIndices++] = n->v[j]; + even = !even; + + /* go to next triangle */ + i = n->e[j].otherEdge; + n = &sm->nodes[n->e[j].node]; + j = getNextEdge(n, i); + } + + /* finish strip */ +trace("%d:%d%c %d %d %d\nend\n", n-sm->nodes, m->numIndices, even ? ' ' : '.', n->v[0], n->v[1], n->v[2]); + m->indices[m->numIndices++] = n->v[LEFT(i)]; + even = !even; + if(seam){ + m->indices[seam] = m->indices[seam-1]; + m->indices[seam+1] = m->indices[seam+2]; +trace("STITCH %d: %d %d\n", seam, m->indices[seam], m->indices[seam+1]); + } + } + + /* Add all unconnected and lonely triangles */ + FORLIST(lnk, sm->endNodes){ + n = LLLinkGetData(lnk, StripNode, inlist); + if(numStripEdges(n) != 0) + continue; + if(m->numIndices != 0){ + m->indices[m->numIndices] = m->indices[m->numIndices-1]; + m->numIndices++; + m->indices[m->numIndices++] = n->v[!even]; + } + m->indices[m->numIndices++] = n->v[!even]; + m->indices[m->numIndices++] = n->v[even]; + m->indices[m->numIndices++] = n->v[2]; + even = !even; + } + FORLIST(lnk, sm->loneNodes){ + n = LLLinkGetData(lnk, StripNode, inlist); + if(m->numIndices != 0){ + m->indices[m->numIndices] = m->indices[m->numIndices-1]; + m->numIndices++; + m->indices[m->numIndices++] = n->v[!even]; + } + m->indices[m->numIndices++] = n->v[!even]; + m->indices[m->numIndices++] = n->v[even]; + m->indices[m->numIndices++] = n->v[2]; + even = !even; + } +} + +static void verifyMesh(Geometry *geo); + +/* + * For each material: + * 1. build dual graph (collectFaces, connectNodes) + * 2. make some simple strip (buildStrips) + * 3. apply tunnel operator (tunnel) + */ +void +Geometry::buildTristrips(void) +{ + int32 i; + uint16 *indices; + MeshHeader *header; + Mesh *ms, *md; + StripMesh smesh; + +// trace("%ld\n", sizeof(StripNode)); + + this->allocateMeshes(matList.numMaterials, 0, 1); + + smesh.nodes = rwNewT(StripNode, this->numTriangles, MEMDUR_FUNCTION | ID_GEOMETRY); + ms = this->meshHeader->getMeshes(); + for(int32 i = 0; i < this->matList.numMaterials; i++){ + smesh.loneNodes.init(); + smesh.endNodes.init(); + collectFaces(this, &smesh, i); + connectNodesPreserve(&smesh); + buildStrips(&smesh); +printSmesh(&smesh); +//trace("-------\n"); +//printLone(&smesh); +//trace("-------\n"); +//printEnds(&smesh); +//trace("-------\n"); + // TODO: make this work +// tunnel(&smesh); +//trace("-------\n"); +//printEnds(&smesh); + + ms[i].material = this->matList.materials[i]; + makeMesh(&smesh, &ms[i]); + this->meshHeader->totalIndices += ms[i].numIndices; + } + rwFree(smesh.nodes); + + /* Now re-allocate and copy data */ + header = this->meshHeader; + this->meshHeader = nil; + this->allocateMeshes(header->numMeshes, header->totalIndices, 0); + this->meshHeader->flags = MeshHeader::TRISTRIP; + md = this->meshHeader->getMeshes(); + indices = md->indices; + for(i = 0; i < header->numMeshes; i++){ + md[i].material = ms[i].material; + md[i].numIndices = ms[i].numIndices; + md[i].indices = indices; + indices += md[i].numIndices; + memcpy(md[i].indices, ms[i].indices, md[i].numIndices*sizeof(uint16)); + rwFree(ms[i].indices); + } + rwFree(header); + + verifyMesh(this); +} + +/* Check that tristripped mesh and geometry triangles are actually the same. */ +static void +verifyMesh(Geometry *geo) +{ + int32 i, k; + uint32 j; + int32 x; + int32 a, b, c, m; + Mesh *mesh; + Triangle *t; + uint8 *seen; + + seen = rwNewT(uint8, geo->numTriangles, MEMDUR_FUNCTION | ID_GEOMETRY); + memset(seen, 0, geo->numTriangles); + + mesh = geo->meshHeader->getMeshes(); + for(i = 0; i < geo->meshHeader->numMeshes; i++){ + m = geo->matList.findIndex(mesh->material); + x = 0; + for(j = 0; j < mesh->numIndices-2; j++){ + a = mesh->indices[j+x]; + x = !x; + b = mesh->indices[j+x]; + c = mesh->indices[j+2]; + if(a >= geo->numVertices || + b >= geo->numVertices || + c >= geo->numVertices){ + fprintf(stderr, "triangle %d %d %d out of range (%d)\n", a, b, c, geo->numVertices); + goto loss; + } + if(a == b || a == c || b == c) + continue; +trace("%d %d %d\n", a, b, c); + + /* now that we have a triangle, try to find it */ + for(k = 0; k < geo->numTriangles; k++){ + t = &geo->triangles[k]; + if(seen[k] || t->matId != m) continue; + if((t->v[0] == a && t->v[1] == b && t->v[2] == c) || + (t->v[1] == a && t->v[2] == b && t->v[0] == c) || + (t->v[2] == a && t->v[0] == b && t->v[1] == c)){ + seen[k] = 1; + goto found; + } + } + goto loss; + found: ; + } + mesh++; + } + + /* Also check that all triangles are in the mesh */ + for(i = 0; i < geo->numTriangles; i++) + if(!seen[i]){ + loss: + fprintf(stderr, "TRISTRIP verify failed\n"); + exit(1); + } + + rwFree(seen); +} + +} diff --git a/src/userdata.cpp b/src/userdata.cpp new file mode 100644 index 0000000..e17a3d5 --- /dev/null +++ b/src/userdata.cpp @@ -0,0 +1,364 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwuserdata.h" + +#define PLUGIN_ID ID_USERDATA + +namespace rw { + +UserDataGlobals userDataGlobals; + +#define udMalloc(sz) rwMalloc(sz, MEMDUR_EVENT | ID_USERDATA) + +void +UserDataArray::setString(int32 n, const char *s) +{ + int32 len; + char **sp = &((char**)this->data)[n]; + rwFree(*sp); + len = (int32)strlen(s)+1; + *sp = (char*)udMalloc(len); + if(*sp) + strncpy(*sp, s, len); +} + +static void* +createUserData(void *object, int32 offset, int32) +{ + UserDataExtension *ext = PLUGINOFFSET(UserDataExtension, object, offset); + ext->numArrays = 0; + ext->arrays = nil; + return object; +} + +static void* +destroyUserData(void *object, int32 offset, int32) +{ + int32 i, j; + char **strar; + UserDataArray *a; + UserDataExtension *ext = PLUGINOFFSET(UserDataExtension, object, offset); + a = ext->arrays; + for(i = 0; i < ext->numArrays; i++){ + rwFree(a->name); + switch(a->datatype){ + case USERDATASTRING: + strar = (char**)a->data; + for(j = 0; j < a->numElements; j++) + rwFree(strar[j]); + /* fallthrough */ + case USERDATAINT: + case USERDATAFLOAT: + rwFree(a->data); + break; + } + a++; + } + rwFree(ext->arrays); + ext->numArrays = 0; + ext->arrays = nil; + return object; +} + +static void* +copyUserData(void *dst, void *src, int32 offset, int32) +{ + int32 i, j; + char **srcstrar, **dststrar; + UserDataArray *srca, *dsta; + UserDataExtension *srcext = PLUGINOFFSET(UserDataExtension, src, offset); + UserDataExtension *dstext = PLUGINOFFSET(UserDataExtension, dst, offset); + dstext->numArrays = srcext->numArrays; + dstext->arrays = (UserDataArray*)udMalloc(dstext->numArrays*sizeof(UserDataArray)); + srca = srcext->arrays; + dsta = srcext->arrays; + for(i = 0; i < srcext->numArrays; i++){ + int32 len = (int32)strlen(srca->name)+1; + dsta->name = (char*)udMalloc(len); + strncpy(dsta->name, srca->name, len); + dsta->datatype = srca->datatype; + dsta->numElements = srca->numElements; + switch(srca->datatype){ + case USERDATAINT: + dsta->data = (int32*)udMalloc(sizeof(int32)*dsta->numElements); + memcpy(dsta->data, srca->data, sizeof(int32)*dsta->numElements); + break; + case USERDATAFLOAT: + dsta->data = (float32*)udMalloc(sizeof(float32)*dsta->numElements); + memcpy(dsta->data, srca->data, sizeof(float32)*dsta->numElements); + break; + case USERDATASTRING: + dststrar = (char**)udMalloc(sizeof(char*)*dsta->numElements); + dsta->data = dststrar; + srcstrar = (char**)srca->data; + for(j = 0; j < dsta->numElements; j++){ + len = (int32)strlen(srcstrar[j])+1; + dststrar[j] = (char*)udMalloc(len); + strncpy(dststrar[j], srcstrar[j], len); + } + break; + } + srca++; + dsta++; + } + return dst; +} + +static Stream* +readUserData(Stream *stream, int32, void *object, int32 offset, int32) +{ + int32 i, j; + char **strar; + UserDataArray *a; + UserDataExtension *ext = PLUGINOFFSET(UserDataExtension, object, offset); + ext->numArrays = stream->readI32(); + ext->arrays = (UserDataArray*)udMalloc(ext->numArrays*sizeof(UserDataArray)); + a = ext->arrays; + for(i = 0; i < ext->numArrays; i++){ + int32 len = stream->readI32(); + a->name = (char*)udMalloc(len); + stream->read8(a->name, len); + a->datatype = stream->readU32(); + a->numElements = stream->readI32(); + switch(a->datatype){ + case USERDATAINT: + a->data = (int32*)udMalloc(sizeof(int32)*a->numElements); + stream->read32(a->data, sizeof(int32)*a->numElements); + break; + case USERDATAFLOAT: + a->data = (float32*)udMalloc(sizeof(float32)*a->numElements); + stream->read32(a->data, sizeof(float32)*a->numElements); + break; + case USERDATASTRING: + strar = (char**)udMalloc(sizeof(char*)*a->numElements); + a->data = strar; + for(j = 0; j < a->numElements; j++){ + len = stream->readI32(); + strar[j] = (char*)udMalloc(len); + stream->read8(strar[j], len); + } + break; + } + a++; + } + return stream; +} + +static Stream* +writeUserData(Stream *stream, int32, void *object, int32 offset, int32) +{ + int32 len; + int32 i, j; + char **strar; + UserDataArray *a; + UserDataExtension *ext = PLUGINOFFSET(UserDataExtension, object, offset); + stream->writeI32(ext->numArrays); + a = ext->arrays; + for(i = 0; i < ext->numArrays; i++){ + len = (int32)strlen(a->name)+1; + stream->writeI32(len); + stream->write8(a->name, len); + stream->writeU32(a->datatype); + stream->writeI32(a->numElements); + switch(a->datatype){ + case USERDATAINT: + stream->write32(a->data, sizeof(int32)*a->numElements); + break; + case USERDATAFLOAT: + stream->write32(a->data, sizeof(float32)*a->numElements); + break; + case USERDATASTRING: + strar = (char**)a->data; + for(j = 0; j < a->numElements; j++){ + len = (int32)strlen(strar[j])+1; + stream->writeI32(len); + stream->write8(strar[j], len); + } + break; + } + a++; + } + return stream; +} + +static int32 +getSizeUserData(void *object, int32 offset, int32) +{ + int32 len; + int32 i, j; + char **strar; + int32 size; + UserDataArray *a; + UserDataExtension *ext = PLUGINOFFSET(UserDataExtension, object, offset); + if(ext->numArrays == 0) + return 0; + size = 4; // numArrays + a = ext->arrays; + for(i = 0; i < ext->numArrays; i++){ + len = (int32)strlen(a->name)+1; + size += 4 + len + 4 + 4; // name len, name, type, numElements + switch(a->datatype){ + case USERDATAINT: + size += sizeof(int32)*a->numElements; + break; + case USERDATAFLOAT: + size += sizeof(float32)*a->numElements; + break; + case USERDATASTRING: + strar = (char**)a->data; + for(j = 0; j < a->numElements; j++){ + len = (int32)strlen(strar[j])+1; + size += 4 + len; // len and string + } + break; + } + a++; + } + return size; +} + +int32 +UserDataExtension::add(const char *name, int32 datatype, int32 numElements) +{ + int32 i; + int32 len; + int32 typesz; + UserDataArray *a; + // try to find empty slot + for(i = 0; i < this->numArrays; i++) + if(this->arrays[i].datatype == USERDATANA) + goto alloc; + // have to realloc + a = (UserDataArray*)udMalloc((this->numArrays+1)*sizeof(UserDataArray)); + if(a == nil) + return -1; + memcpy(a, this->arrays, this->numArrays*sizeof(UserDataArray)); + rwFree(this->arrays); + this->arrays = a; + i = this->numArrays++; +alloc: + a = &this->arrays[i]; + len = (int32)strlen(name)+1; + a->name = (char*)udMalloc(len+1); + assert(a->name); + strncpy(a->name, name, len); + a->datatype = datatype; + a->numElements = numElements; + typesz = datatype == USERDATAINT ? sizeof(int32) : + datatype == USERDATAFLOAT ? sizeof(float32) : + datatype == USERDATASTRING ? sizeof(char*) : 0; + a->data = udMalloc(typesz*numElements); + assert(a->data); + memset(a->data, 0, typesz*numElements); + return i; +} + +void +UserDataExtension::remove(int32 n) +{ + int32 i; + UserDataArray *a = &this->arrays[n]; + if(a->name){ + rwFree(a->name); + a->name = nil; + } + if(a->datatype == USERDATASTRING) + for(i = 0; i < a->numElements; i++) + rwFree(((char**)a->data)[i]); + if(a->data){ + rwFree(a->data); + a->data = nil; + } + a->datatype = USERDATANA; + a->numElements = 0; +} + +int32 +UserDataExtension::findIndex(const char *name) { + for(int32 i = 0; i < this->numArrays; i++) + if(strcmp(this->arrays[i].name, name) == 0) + return i; + return -1; +} + +#define ACCESSOR(TYPE, NAME) \ +int32 \ +UserDataArray::NAME##Add(TYPE *t, const char *name, int32 datatype, int32 numElements) \ +{ \ + return PLUGINOFFSET(UserDataExtension, t, userDataGlobals.NAME##Offset)->add(name, datatype, numElements); \ +} \ +void \ +UserDataArray::NAME##Remove(TYPE *t, int32 n) \ +{ \ + PLUGINOFFSET(UserDataExtension, t, userDataGlobals.NAME##Offset)->remove(n); \ +} \ +int32 \ +UserDataArray::NAME##GetCount(TYPE *t) \ +{ \ + return PLUGINOFFSET(UserDataExtension, t, userDataGlobals.NAME##Offset)->getCount(); \ +} \ +UserDataArray* \ +UserDataArray::NAME##Get(TYPE *t, int32 n) \ +{ \ + return PLUGINOFFSET(UserDataExtension, t, userDataGlobals.NAME##Offset)->get(n); \ +} \ +int32 \ +UserDataArray::NAME##FindIndex(TYPE *t, const char *name) \ +{ \ + return PLUGINOFFSET(UserDataExtension, t, userDataGlobals.NAME##Offset)->findIndex(name); \ +} + +ACCESSOR(Geometry, geometry) +ACCESSOR(Frame, frame) +ACCESSOR(Camera, camera) +ACCESSOR(Light, light) +ACCESSOR(Material, material) +ACCESSOR(Texture, texture) + +UserDataExtension *UserDataExtension::get(Geometry *geo) { return PLUGINOFFSET(UserDataExtension, geo, userDataGlobals.geometryOffset); } +UserDataExtension *UserDataExtension::get(Frame *frame) { return PLUGINOFFSET(UserDataExtension, frame, userDataGlobals.frameOffset); } +UserDataExtension *UserDataExtension::get(Camera *cam) { return PLUGINOFFSET(UserDataExtension, cam, userDataGlobals.cameraOffset); } +UserDataExtension *UserDataExtension::get(Light *light) { return PLUGINOFFSET(UserDataExtension, light, userDataGlobals.lightOffset); } +UserDataExtension *UserDataExtension::get(Material *mat) { return PLUGINOFFSET(UserDataExtension, mat, userDataGlobals.materialOffset); } +UserDataExtension *UserDataExtension::get(Texture *tex) { return PLUGINOFFSET(UserDataExtension, tex, userDataGlobals.textureOffset); } + +void +registerUserDataPlugin(void) +{ + // TODO: World Sector + + userDataGlobals.geometryOffset = Geometry::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Geometry::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); + + userDataGlobals.frameOffset = Frame::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Frame::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); + + userDataGlobals.cameraOffset = Camera::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Camera::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); + + userDataGlobals.lightOffset = Light::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Light::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); + + userDataGlobals.materialOffset = Material::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Material::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); + + userDataGlobals.textureOffset = Texture::registerPlugin(sizeof(UserDataExtension), + ID_USERDATA, createUserData, destroyUserData, copyUserData); + Texture::registerPluginStream(ID_USERDATA, readUserData, writeUserData, getSizeUserData); +} + +} diff --git a/src/uvanim.cpp b/src/uvanim.cpp new file mode 100644 index 0000000..f197b28 --- /dev/null +++ b/src/uvanim.cpp @@ -0,0 +1,502 @@ +#include +#include +#include +#include + +#include "rwbase.h" +#include "rwerror.h" +#include "rwplg.h" +#include "rwpipeline.h" +#include "rwobjects.h" +#include "rwengine.h" +#include "rwanim.h" +#include "rwplugins.h" + +#define PLUGIN_ID ID_UVANIMATION + +namespace rw { + +// +// UVAnim +// + +void +UVAnimCustomData::destroy(Animation *anim) +{ + this->refCount--; + if(this->refCount <= 0) + anim->destroy(); +} + +UVAnimDictionary *currentUVAnimDictionary; + +UVAnimDictionary* +UVAnimDictionary::create(void) +{ + UVAnimDictionary *dict = (UVAnimDictionary*)rwMalloc(sizeof(UVAnimDictionary), MEMDUR_EVENT | ID_UVANIMATION); + if(dict == nil){ + RWERROR((ERR_ALLOC, sizeof(UVAnimDictionary))); + return nil; + } + dict->animations.init(); + return dict; +} + +void +UVAnimDictionary::destroy(void) +{ + FORLIST(lnk, this->animations){ + UVAnimDictEntry *de = UVAnimDictEntry::fromDict(lnk); + UVAnimCustomData *cust = UVAnimCustomData::get(de->anim); + cust->destroy(de->anim); + rwFree(de); + } + rwFree(this); +} + +void +UVAnimDictionary::add(Animation *anim) +{ + UVAnimDictEntry *de = rwNewT(UVAnimDictEntry, 1, MEMDUR_EVENT | ID_UVANIMDICT); + de->anim = anim; + this->animations.append(&de->inDict); +} + +UVAnimDictionary* +UVAnimDictionary::streamRead(Stream *stream) +{ + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + UVAnimDictionary *dict = UVAnimDictionary::create(); + if(dict == nil) + return nil; + int32 numAnims = stream->readI32(); + Animation *anim; + for(int32 i = 0; i < numAnims; i++){ + if(!findChunk(stream, ID_ANIMANIMATION, nil, nil)){ + RWERROR((ERR_CHUNK, "ANIMANIMATION")); + goto fail; + } + anim = Animation::streamRead(stream); + if(anim == nil) + goto fail; + dict->add(anim); + } + return dict; +fail: + dict->destroy(); + return nil; +} + +bool +UVAnimDictionary::streamWrite(Stream *stream) +{ + uint32 size = this->streamGetSize(); + writeChunkHeader(stream, ID_UVANIMDICT, size); + writeChunkHeader(stream, ID_STRUCT, 4); + int32 numAnims = this->count(); + stream->writeI32(numAnims); + FORLIST(lnk, this->animations){ + UVAnimDictEntry *de = UVAnimDictEntry::fromDict(lnk); + de->anim->streamWrite(stream); + } + return true; +} + +uint32 +UVAnimDictionary::streamGetSize(void) +{ + uint32 size = 12 + 4; + FORLIST(lnk, this->animations){ + UVAnimDictEntry *de = UVAnimDictEntry::fromDict(lnk); + size += 12 + de->anim->streamGetSize(); + } + return size; +} + +Animation* +UVAnimDictionary::find(const char *name) +{ + FORLIST(lnk, this->animations){ + Animation *anim = UVAnimDictEntry::fromDict(lnk)->anim; + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + if(strncmp_ci(custom->name, name, 32) == 0) + return anim; + } + return nil; +} + +static void +uvAnimStreamRead(Stream *stream, Animation *anim) +{ + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + UVAnimKeyFrame *frames = (UVAnimKeyFrame*)anim->keyframes; + stream->readI32(); + stream->read8(custom->name, 32); + stream->read32(custom->nodeToUVChannel, 8*4); + custom->refCount = 1; + + for(int32 i = 0; i < anim->numFrames; i++){ + frames[i].time = stream->readF32(); + stream->read32(frames[i].uv, 6*4); + int32 prev = stream->readI32(); + frames[i].prev = &frames[prev]; + } +} + +static void +uvAnimStreamWrite(Stream *stream, Animation *anim) +{ + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + UVAnimKeyFrame *frames = (UVAnimKeyFrame*)anim->keyframes; + stream->writeI32(0); + stream->write8(custom->name, 32); + stream->write32(custom->nodeToUVChannel, 8*4); + + for(int32 i = 0; i < anim->numFrames; i++){ + stream->writeF32(frames[i].time); + stream->write32(frames[i].uv, 6*4); + stream->writeI32(frames[i].prev - frames); + } +} + +static uint32 +uvAnimStreamGetSize(Animation *anim) +{ + return 4 + 32 + 8*4 + anim->numFrames*(4 + 6*4 + 4); +} + +static void +uvAnimLinearApplyCB(void *result, void *frame) +{ + Matrix *m = (Matrix*)result; + UVAnimInterpFrame *f = (UVAnimInterpFrame*)frame; + m->right.x = f->uv[0]; + m->right.y = f->uv[1]; + m->right.z = 0.0f; + m->up.x = f->uv[2]; + m->up.y = f->uv[3]; + m->up.z = 0.0f; + m->at.x = 0.0f; + m->at.y = 0.0f; + m->at.z = 0.0f; + m->pos.x = f->uv[4]; + m->pos.y = f->uv[5]; + m->pos.z = 0.0f; + m->update(); +} + +static void +uvAnimLinearInterpCB(void *out, void *in1, void *in2, float32 t, void *custom) +{ + UVAnimInterpFrame *intf = (UVAnimInterpFrame*)out; + UVAnimKeyFrame *kf1 = (UVAnimKeyFrame*)in1; + UVAnimKeyFrame *kf2 = (UVAnimKeyFrame*)in2; + float32 f = (t - kf1->time) / (kf2->time - kf1->time); + intf->uv[0] = (kf2->uv[0] - kf1->uv[0])*f + kf1->uv[0]; + intf->uv[1] = (kf2->uv[1] - kf1->uv[1])*f + kf1->uv[1]; + intf->uv[2] = (kf2->uv[2] - kf1->uv[2])*f + kf1->uv[2]; + intf->uv[3] = (kf2->uv[3] - kf1->uv[3])*f + kf1->uv[3]; + intf->uv[4] = (kf2->uv[4] - kf1->uv[4])*f + kf1->uv[4]; + intf->uv[5] = (kf2->uv[5] - kf1->uv[5])*f + kf1->uv[5]; +} + +static void +uvAnimParamApplyCB(void *result, void *frame) +{ + Matrix *m = (Matrix*)result; + UVAnimInterpFrame *f = (UVAnimInterpFrame*)frame; + UVAnimParamData *p = (UVAnimParamData*)f->uv; + + m->right.x = p->s0; + m->right.y = p->skew; + m->right.z = 0.0f; + m->up.x = 0.0f; + m->up.y = p->s1; + m->up.z = 0.0f; + m->at.x = 0.0f; + m->at.y = 0.0f; + m->at.z = 0.0f; + m->pos.x = p->x; + m->pos.y = p->y; + m->pos.z = 0.0f; + m->update(); + static V3d xlat1 = { -0.5f, -0.5f, 0.0f }; + static V3d xlat2 = { 0.5f, 0.5f, 0.0f }; + static V3d axis = { 0.0f, 0.0f, 1.0f }; + m->translate(&xlat1, COMBINEPOSTCONCAT); + m->rotate(&axis, p->theta*180.0f/(float)M_PI, COMBINEPOSTCONCAT); + m->translate(&xlat2, COMBINEPOSTCONCAT); +} + +static void +uvAnimParamInterpCB(void *out, void *in1, void *in2, float32 t, void *custom) +{ + UVAnimInterpFrame *intf = (UVAnimInterpFrame*)out; + UVAnimKeyFrame *kf1 = (UVAnimKeyFrame*)in1; + UVAnimKeyFrame *kf2 = (UVAnimKeyFrame*)in2; + float32 f = (t - kf1->time) / (kf2->time - kf1->time); + + float32 a = kf2->uv[0] - kf1->uv[0]; + while(a < (float)M_PI) a += 2 * (float)M_PI; + while(a > (float)M_PI) a -= 2 * (float)M_PI; + intf->uv[0] = a*f + kf1->uv[0]; + intf->uv[1] = (kf2->uv[1] - kf1->uv[1])*f + kf1->uv[1]; + intf->uv[2] = (kf2->uv[2] - kf1->uv[2])*f + kf1->uv[2]; + intf->uv[3] = (kf2->uv[3] - kf1->uv[3])*f + kf1->uv[3]; + intf->uv[4] = (kf2->uv[4] - kf1->uv[4])*f + kf1->uv[4]; + intf->uv[5] = (kf2->uv[5] - kf1->uv[5])*f + kf1->uv[5]; +} + + +static void +registerUVAnimInterpolator(void) +{ + // TODO: implement this fully + + // Linear + AnimInterpolatorInfo *info = rwNewT(AnimInterpolatorInfo, 1, MEMDUR_GLOBAL | ID_UVANIMATION); + info->id = 0x1C0; + info->interpKeyFrameSize = sizeof(UVAnimInterpFrame); + info->animKeyFrameSize = sizeof(UVAnimKeyFrame); + info->customDataSize = sizeof(UVAnimCustomData); + info->applyCB = uvAnimLinearApplyCB; + info->blendCB = nil; + info->interpCB = uvAnimLinearInterpCB; + info->addCB = nil; + info->mulRecipCB = nil; + info->streamRead = uvAnimStreamRead; + info->streamWrite = uvAnimStreamWrite; + info->streamGetSize = uvAnimStreamGetSize; + AnimInterpolatorInfo::registerInterp(info); + + // Param + info = rwNewT(AnimInterpolatorInfo, 1, MEMDUR_GLOBAL | ID_UVANIMATION); + info->id = 0x1C1; + info->interpKeyFrameSize = sizeof(UVAnimInterpFrame); + info->animKeyFrameSize = sizeof(UVAnimKeyFrame); + info->customDataSize = sizeof(UVAnimCustomData); + info->applyCB = uvAnimParamApplyCB; + info->blendCB = nil; + info->interpCB = uvAnimParamInterpCB; + info->addCB = nil; + info->mulRecipCB = nil; + info->streamRead = uvAnimStreamRead; + info->streamWrite = uvAnimStreamWrite; + info->streamGetSize = uvAnimStreamGetSize; + AnimInterpolatorInfo::registerInterp(info); +} + +int32 uvAnimOffset; + +static void* +createUVAnim(void *object, int32 offset, int32) +{ + UVAnim *uvanim; + uvanim = PLUGINOFFSET(UVAnim, object, offset); + memset(uvanim, 0, sizeof(*uvanim)); + return object; +} + +static void* +destroyUVAnim(void *object, int32 offset, int32) +{ + UVAnim *uvanim; + uvanim = PLUGINOFFSET(UVAnim, object, offset); + for(int32 i = 0; i < 8; i++){ + AnimInterpolator *ip = uvanim->interp[i]; + if(ip){ + UVAnimCustomData *custom = + UVAnimCustomData::get(ip->currentAnim); + custom->destroy(ip->currentAnim); + rwFree(ip); + } + } + return object; +} + +static void* +copyUVAnim(void *dst, void *src, int32 offset, int32) +{ + UVAnim *srcuvanim, *dstuvanim; + dstuvanim = PLUGINOFFSET(UVAnim, dst, offset); + srcuvanim = PLUGINOFFSET(UVAnim, src, offset); + for(int32 i = 0; i < 8; i++){ + AnimInterpolator *srcip = srcuvanim->interp[i]; + AnimInterpolator *dstip; + if(srcip){ + Animation *anim = srcip->currentAnim; + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + dstip = AnimInterpolator::create(anim->getNumNodes(), + anim->interpInfo->interpKeyFrameSize); + dstip->setCurrentAnim(anim); + custom->refCount++; + dstuvanim->interp[i] = dstip; + } + } + return dst; +} + +Animation* +makeDummyAnimation(const char *name) +{ + AnimInterpolatorInfo *interpInfo = AnimInterpolatorInfo::find(0x1C0); + Animation *anim = Animation::create(interpInfo, 2, 0, 1.0f); + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + strncpy(custom->name, name, 32); + memset(custom->nodeToUVChannel, 0, sizeof(custom->nodeToUVChannel)); + custom->refCount = 1; + UVAnimKeyFrame *frames = (UVAnimKeyFrame*)anim->keyframes; + frames[0].time = 0.0; + frames[0].prev = nil; + frames[1].time = 1.0; + frames[1].prev = &frames[0]; + return anim; +} + +static Stream* +readUVAnim(Stream *stream, int32, void *object, int32 offset, int32) +{ + UVAnim *uvanim = PLUGINOFFSET(UVAnim, object, offset); + if(!findChunk(stream, ID_STRUCT, nil, nil)){ + RWERROR((ERR_CHUNK, "STRUCT")); + return nil; + } + char name[32]; + uint32 mask = stream->readI32(); + uint32 bit = 1; + for(int32 i = 0; i < 8; i++){ + if(mask & bit){ + stream->read8(name, 32); + Animation *anim = nil; + if(currentUVAnimDictionary) + anim = currentUVAnimDictionary->find(name); + if(anim == nil){ + anim = makeDummyAnimation(name); + if(currentUVAnimDictionary) + currentUVAnimDictionary->add(anim); + } + UVAnimCustomData *custom = UVAnimCustomData::get(anim); + AnimInterpolator *interp; + interp = AnimInterpolator::create(anim->getNumNodes(), + anim->interpInfo->interpKeyFrameSize); + interp->setCurrentAnim(anim); + custom->refCount++; + uvanim->interp[i] = interp; + } + bit <<= 1; + } + // TEMP + if(uvanim->uv[0] == nil) + uvanim->uv[0] = Matrix::create(); + if(uvanim->uv[1] == nil) + uvanim->uv[1] = Matrix::create(); + return stream; +} + +static Stream* +writeUVAnim(Stream *stream, int32 size, void *object, int32 offset, int32) +{ + UVAnim *uvanim = PLUGINOFFSET(UVAnim, object, offset); + writeChunkHeader(stream, ID_STRUCT, size-12); + uint32 mask = 0; + uint32 bit = 1; + for(int32 i = 0; i < 8; i++){ + if(uvanim->interp[i]) + mask |= bit; + bit <<= 1; + } + stream->writeI32(mask); + for(int32 i = 0; i < 8; i++){ + if(uvanim->interp[i]){ + UVAnimCustomData *custom = + UVAnimCustomData::get(uvanim->interp[i]->currentAnim); + stream->write8(custom->name, 32); + } + } + return stream; +} + +static int32 +getSizeUVAnim(void *object, int32 offset, int32) +{ + UVAnim *uvanim = PLUGINOFFSET(UVAnim, object, offset); + int32 size = 0; + for(int32 i = 0; i < 8; i++) + if(uvanim->interp[i]) + size += 32; + return size ? size + 12 + 4 : 0; +} + +static void* +uvanimOpen(void *object, int32 offset, int32 size) +{ + registerUVAnimInterpolator(); + return object; +} +static void *uvanimClose(void *object, int32 offset, int32 size) { return object; } + +void +registerUVAnimPlugin(void) +{ + Engine::registerPlugin(0, ID_UVANIMATION, uvanimOpen, uvanimClose); + uvAnimOffset = Material::registerPlugin(sizeof(UVAnim), ID_UVANIMATION, + createUVAnim, destroyUVAnim, copyUVAnim); + Material::registerPluginStream(ID_UVANIMATION, + readUVAnim, writeUVAnim, getSizeUVAnim); +} + +bool32 +UVAnim::exists(Material *mat) +{ + int32 i; + UVAnim *uvanim = PLUGINOFFSET(UVAnim, mat, uvAnimOffset); + for(i = 0; i < 8; i++) + if(uvanim->interp[i]) + return 1; + return 0; +} + +void +UVAnim::addTime(Material *mat, float32 t) +{ + int32 i; + UVAnim *uvanim = PLUGINOFFSET(UVAnim, mat, uvAnimOffset); + for(i = 0; i < 8; i++) + if(uvanim->interp[i]) + uvanim->interp[i]->addTime(t); +} + +void +UVAnim::applyUpdate(Material *mat) +{ + int32 i, j; + int32 uv; + Matrix m; + UVAnim *uvanim = PLUGINOFFSET(UVAnim, mat, uvAnimOffset); + for(i = 0; i < 2; i++) + if(uvanim->uv[i]) + uvanim->uv[i]->setIdentity(); + m.setIdentity(); + + for(i = 0; i < 8; i++){ + AnimInterpolator *ip = uvanim->interp[i]; + if(ip == nil) + continue; + UVAnimCustomData *custom = UVAnimCustomData::get(ip->currentAnim); + for(j = 0; j < ip->numNodes; j++){ + InterpFrameHeader *f = ip->getInterpFrame(j); + uv = custom->nodeToUVChannel[j]; + if(uv < 2 && uvanim->uv[uv]){ + ip->applyCB(&m, f); + uvanim->uv[uv]->transform(&m, COMBINEPRECONCAT); + } + } + } + MatFX *mfx = MatFX::get(mat); + if(mfx) mfx->setUVTransformMatrices(uvanim->uv[0], uvanim->uv[1]); +} + +} diff --git a/src/vgafont.inc b/src/vgafont.inc new file mode 100644 index 0000000..110d824 --- /dev/null +++ b/src/vgafont.inc @@ -0,0 +1,256 @@ +0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 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World *world = (World*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_WORLD); + if(world == nil){ + RWERROR((ERR_ALLOC, s_plglist.size)); + return nil; + } + numAllocated++; + world->object.init(World::ID, 0); + world->localLights.init(); + world->globalLights.init(); + world->clumps.init(); + s_plglist.construct(world); + return world; +} + +void +World::destroy(void) +{ + s_plglist.destruct(this); + rwFree(this); + numAllocated--; +} + +void +World::addLight(Light *light) +{ + assert(light->world == nil); + light->world = this; + if(light->getType() < Light::POINT){ + this->globalLights.append(&light->inWorld); + }else{ + this->localLights.append(&light->inWorld); + if(light->getFrame()) + light->getFrame()->updateObjects(); + } +} + +void +World::removeLight(Light *light) +{ + assert(light->world == this); + light->inWorld.remove(); + light->world = nil; +} + +void +World::addCamera(Camera *cam) +{ + assert(cam->world == nil); + cam->world = this; + if(cam->getFrame()) + cam->getFrame()->updateObjects(); +} + +void +World::removeCamera(Camera *cam) +{ + assert(cam->world == this); + cam->world = nil; +} + +void +World::addAtomic(Atomic *atomic) +{ + assert(atomic->world == nil); + atomic->world = this; + if(atomic->getFrame()) + atomic->getFrame()->updateObjects(); +} + +void +World::removeAtomic(Atomic *atomic) +{ + assert(atomic->world == this); + atomic->world = nil; +} + +void +World::addClump(Clump *clump) +{ + assert(clump->world == nil); + clump->world = this; + this->clumps.add(&clump->inWorld); + FORLIST(lnk, clump->atomics) + this->addAtomic(Atomic::fromClump(lnk)); + FORLIST(lnk, clump->lights) + this->addLight(Light::fromClump(lnk)); + FORLIST(lnk, clump->cameras) + this->addCamera(Camera::fromClump(lnk)); + + if(clump->getFrame()){ + clump->getFrame()->matrix.optimize(); + clump->getFrame()->updateObjects(); + } +} + +void +World::removeClump(Clump *clump) +{ + assert(clump->world == this); + clump->inWorld.remove(); + FORLIST(lnk, clump->atomics) + this->removeAtomic(Atomic::fromClump(lnk)); + FORLIST(lnk, clump->lights) + this->removeLight(Light::fromClump(lnk)); + FORLIST(lnk, clump->cameras) + this->removeCamera(Camera::fromClump(lnk)); + clump->world = nil; +} + +void +World::render(void) +{ + // this is very wrong, we really want world sectors + FORLIST(lnk, this->clumps) + Clump::fromWorld(lnk)->render(); +} + +// Find lights that illuminate an atomic +void +World::enumerateLights(Atomic *atomic, WorldLights *lightData) +{ + int32 maxDirectionals, maxLocals; + + maxDirectionals = lightData->numDirectionals; + maxLocals = lightData->numLocals; + + lightData->numDirectionals = 0; + lightData->numLocals = 0; + lightData->numAmbients = 0; + lightData->ambient.red = 0.0f; + lightData->ambient.green = 0.0f; + lightData->ambient.blue = 0.0f; + lightData->ambient.alpha = 1.0f; + + bool32 normals = atomic->geometry->flags & Geometry::NORMALS; + + FORLIST(lnk, this->globalLights){ + Light *l = Light::fromWorld(lnk); + if((l->getFlags() & Light::LIGHTATOMICS) == 0) + continue; + if(l->getType() == Light::AMBIENT){ + lightData->ambient.red += l->color.red; + lightData->ambient.green += l->color.green; + lightData->ambient.blue += l->color.blue; + lightData->numAmbients++; + }else if(normals && l->getType() == Light::DIRECTIONAL){ + if(lightData->numDirectionals < maxDirectionals) + lightData->directionals[lightData->numDirectionals++] = l; + } + } + + if(atomic->world != this) + return; + + if(!normals) + return; + + // TODO: for this we would use an atomic's world sectors, but we don't have those yet + FORLIST(lnk, this->localLights){ + if(lightData->numLocals >= maxLocals) + return; + + Light *l = Light::fromWorld(lnk); + if((l->getFlags() & Light::LIGHTATOMICS) == 0) + continue; + + // check if spheres are intersecting + Sphere *atomsphere = atomic->getWorldBoundingSphere(); + V3d dist = sub(l->getFrame()->getLTM()->pos, atomsphere->center); + if(length(dist) < atomsphere->radius + l->radius) + lightData->locals[lightData->numLocals++] = l; + } +} + +// Find all lights, for im3d lighting extension +// missing flags and bounding spheres so more primitive than above +void +World::enumerateLights(WorldLights *lightData) +{ + int32 maxDirectionals, maxLocals; + + maxDirectionals = lightData->numDirectionals; + maxLocals = lightData->numLocals; + + lightData->numDirectionals = 0; + lightData->numLocals = 0; + lightData->numAmbients = 0; + lightData->ambient.red = 0.0f; + lightData->ambient.green = 0.0f; + lightData->ambient.blue = 0.0f; + lightData->ambient.alpha = 1.0f; + + FORLIST(lnk, this->globalLights){ + Light *l = Light::fromWorld(lnk); + if(l->getType() == Light::AMBIENT){ + lightData->ambient.red += l->color.red; + lightData->ambient.green += l->color.green; + lightData->ambient.blue += l->color.blue; + lightData->numAmbients++; + }else if(l->getType() == Light::DIRECTIONAL){ + if(lightData->numDirectionals < maxDirectionals) + lightData->directionals[lightData->numDirectionals++] = l; + } + } + + FORLIST(lnk, this->localLights){ + if(lightData->numLocals >= maxLocals) + return; + + Light *l = Light::fromWorld(lnk); + lightData->locals[lightData->numLocals++] = l; + } +} + +} diff --git a/tools/CMakeLists.txt b/tools/CMakeLists.txt new file mode 100644 index 0000000..be7ea66 --- /dev/null +++ b/tools/CMakeLists.txt @@ -0,0 +1,20 @@ +if(LIBRW_TOOLS AND NOT LIBRW_PLATFORM_PS2) + add_subdirectory(dumprwtree) + add_subdirectory(ska2anm) +endif() + +if(LIBRW_EXAMPLES) + if(TARGET librw::skeleton) + add_subdirectory(imguitest) + add_subdirectory(playground) + add_subdirectory(lights) + add_subdirectory(subrast) + add_subdirectory(camera) + add_subdirectory(im2d) + add_subdirectory(im3d) + endif() + + if(LIBRW_PLATFORM_PS2) + add_subdirectory(ps2test) + endif() +endif() diff --git a/tools/camera/CMakeLists.txt b/tools/camera/CMakeLists.txt new file mode 100644 index 0000000..6f0dd5f --- /dev/null +++ b/tools/camera/CMakeLists.txt @@ -0,0 +1,19 @@ +add_executable(camera WIN32 + main.cpp + camexamp.cpp + viewer.cpp +) + +target_link_libraries(camera + PRIVATE + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET camera POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/files" "$/files" +) + +librw_platform_target(camera) diff --git a/tools/camera/camexamp.cpp b/tools/camera/camexamp.cpp new file mode 100644 index 0000000..5f072c6 --- /dev/null +++ b/tools/camera/camexamp.cpp @@ -0,0 +1,395 @@ +#include +#include + +#include "viewer.h" +#include "camexamp.h" + +#define TEXSIZE 256 + +rw::Camera *MainCamera; +rw::Camera *SubCamera; + +rw::Raster *SubCameraRaster; +rw::Raster *SubCameraZRaster; +rw::Raster *SubCameraMainCameraSubRaster; +rw::Raster *SubCameraMainCameraSubZRaster; + +TextureCamera CameraTexture; + +rw::int32 CameraSelected = 0; +rw::int32 ProjectionIndex = 0; +bool SubCameraMiniView = true; + +CameraData SubCameraData; + +void +CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera) +{ + data->camera = camera; + if(type & FARCLIPPLANE) data->farClipPlane = camera->farPlane; + if(type & NEARCLIPPLANE) data->nearClipPlane = camera->nearPlane; + if(type & PROJECTION) data->projection = camera->projection; + if(type & OFFSET) data->offset = camera->viewOffset; + if(type & VIEWWINDOW) data->viewWindow = camera->viewWindow; + if(type & MATRIX) data->matrix = &camera->getFrame()->matrix; +} + +void +CameraSetData(CameraData *data, CameraDataType type) +{ + if(type & FARCLIPPLANE) data->camera->setFarPlane(data->farClipPlane); + if(type & NEARCLIPPLANE) data->camera->setNearPlane(data->nearClipPlane); + if(type & PROJECTION) data->camera->setProjection(data->projection); + if(type & OFFSET) data->camera->setViewOffset(&data->offset); + if(type & VIEWWINDOW) data->camera->setViewWindow(&data->viewWindow); +} + +void +ProjectionCallback(void) +{ + if(ProjectionIndex == 0) + SubCameraData.projection = rw::Camera::PERSPECTIVE; + else + SubCameraData.projection = rw::Camera::PARALLEL; + CameraSetData(&SubCameraData, PROJECTION); +} + +void +ClipPlaneCallback(void) +{ + CameraSetData(&SubCameraData, (CameraDataType)(NEARCLIPPLANE | FARCLIPPLANE)); +} + +void +ChangeViewOffset(float deltaX, float deltaY) +{ + SubCameraData.offset.x += deltaX; + SubCameraData.offset.y += deltaY; + if(SubCameraData.offset.x > 5.0f) + SubCameraData.offset.x = 5.0f; + if(SubCameraData.offset.x < -5.0f) + SubCameraData.offset.x = -5.0f; + if(SubCameraData.offset.y > 5.0f) + SubCameraData.offset.y = 5.0f; + if(SubCameraData.offset.y < -5.0f) + SubCameraData.offset.y = -5.0f; + CameraSetData(&SubCameraData, OFFSET); +} + +void +ChangeViewWindow(float deltaX, float deltaY) +{ + SubCameraData.viewWindow.x += deltaX; + SubCameraData.viewWindow.y += deltaY; + if(SubCameraData.viewWindow.x > 5.0f) + SubCameraData.viewWindow.x = 5.0f; + if(SubCameraData.viewWindow.x < 0.01f) + SubCameraData.viewWindow.x = 0.01f; + if(SubCameraData.viewWindow.y > 5.0f) + SubCameraData.viewWindow.y = 5.0f; + if(SubCameraData.viewWindow.y < 0.01f) + SubCameraData.viewWindow.y = 0.01f; + CameraSetData(&SubCameraData, VIEWWINDOW); +} + +void +CamerasCreate(rw::World *world) +{ + rw::V3d offset = { 3.0f, 0.0f, 8.0f }; + float rotate = -90.0f; + + SubCamera = ViewerCreate(world); + ViewerMove(SubCamera, &offset); + ViewerRotate(SubCamera, rotate, 0.0f); + + MainCamera = ViewerCreate(world); + + CameraQueryData(&SubCameraData, ALL, SubCamera); + + SubCameraData.nearClipPlane = 0.3f; + CameraSetData(&SubCameraData, NEARCLIPPLANE); + + SubCameraData.farClipPlane = 5.0f; + CameraSetData(&SubCameraData, FARCLIPPLANE); + + CameraTexture.camera = SubCamera; + CameraTextureInit(&CameraTexture); + + SubCameraData.cameraTexture = &CameraTexture; + + + SubCameraMainCameraSubRaster = rw::Raster::create(0, 0, 0, rw::Raster::CAMERA); + SubCameraMainCameraSubZRaster = rw::Raster::create(0, 0, 0, rw::Raster::ZBUFFER); +} + +void +CamerasDestroy(rw::World *world) +{ + SubCameraMiniViewSelect(false); + + if(MainCamera){ + ViewerDestroy(MainCamera, world); + MainCamera = nil; + } + + if(SubCamera){ + ViewerDestroy(SubCamera, world); + SubCamera = nil; + } + + CameraTextureTerm(&CameraTexture); + + if(SubCameraMainCameraSubRaster){ + SubCameraMainCameraSubRaster->destroy(); + SubCameraMainCameraSubRaster = nil; + } + + if(SubCameraMainCameraSubZRaster){ + SubCameraMainCameraSubZRaster->destroy(); + SubCameraMainCameraSubZRaster = nil; + } +} + +void +UpdateSubRaster(rw::Camera *camera, rw::Rect *rect) +{ + rw::Rect subRect; + + subRect.x = rect->w * 0.75f; + subRect.y = 0; + + subRect.w = rect->w * 0.25f; + subRect.h = rect->h * 0.25f; + + SubCameraMainCameraSubRaster->subRaster(camera->frameBuffer, &subRect); + SubCameraMainCameraSubZRaster->subRaster(camera->zBuffer, &subRect); +} + +void +CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio) +{ + static bool RasterInit; + + if(MainCamera == nil) + return; + + sk::CameraSize(MainCamera, rect, viewWindow, aspectRatio); + + UpdateSubRaster(MainCamera, rect); + + if(RasterInit) + SubCameraMiniViewSelect(false); + + sk::CameraSize(SubCamera, rect, viewWindow, aspectRatio); + + SubCameraRaster = SubCamera->frameBuffer; + SubCameraZRaster = SubCamera->zBuffer; + + RasterInit = true; + SubCameraMiniViewSelect(CameraSelected == 0); + + CameraQueryData(&SubCameraData, VIEWWINDOW, SubCamera); +} + +void +RenderSubCamera(rw::RGBA *backgroundColor, rw::int32 clearMode, rw::World *world) +{ + SubCamera->clear(backgroundColor, clearMode); + SubCamera->beginUpdate(); + world->render(); + SubCamera->endUpdate(); +} + +void +RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world) +{ + rw::Raster *saveRaster, *saveZRaster; + + saveRaster = CameraTexture.camera->frameBuffer; + saveZRaster = CameraTexture.camera->zBuffer; + CameraTexture.camera->frameBuffer = CameraTexture.raster; + CameraTexture.camera->zBuffer = CameraTexture.zRaster; + + CameraTexture.camera->clear(foregroundColor, clearMode); + CameraTexture.camera->beginUpdate(); + world->render(); + CameraTexture.camera->endUpdate(); + + + CameraTexture.camera->frameBuffer = saveRaster; + CameraTexture.camera->zBuffer = saveZRaster; +} + +void +SubCameraMiniViewSelect(bool select) +{ + if(select){ + SubCamera->frameBuffer = SubCameraMainCameraSubRaster; + SubCamera->zBuffer = SubCameraMainCameraSubZRaster; + }else{ + SubCamera->frameBuffer = SubCameraRaster; + SubCamera->zBuffer = SubCameraZRaster; + } +} + + + +void +CameraTextureInit(TextureCamera *ct) +{ + ct->raster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::CAMERATEXTURE); + assert(ct->raster); + ct->zRaster = rw::Raster::create(TEXSIZE, TEXSIZE, 0, rw::Raster::ZBUFFER); + assert(ct->zRaster); + + ct->texture = rw::Texture::create(ct->raster); + ct->texture->setFilter(rw::Texture::FilterMode::LINEAR); +} + +void +CameraTextureTerm(TextureCamera *ct) +{ + if(ct->raster){ + ct->raster->destroy(); + ct->raster = nil; + } + + if(ct->zRaster){ + ct->zRaster->destroy(); + ct->zRaster = nil; + } + + if(ct->texture){ + ct->texture->raster = nil; + ct->texture->destroy(); + ct->texture = nil; + } +} + + + +void +DrawCameraFrustum(CameraData *c) +{ + rw::RGBA yellow = { 255, 255, 0, 64 }; + rw::RGBA red = { 255, 0, 0, 255 }; + rw::RWDEVICE::Im3DVertex frustum[13]; + // lines + rw::uint16 indicesL[] = { + 1, 2, 2, 3, 3, 4, 4, 1, + 5, 6, 6, 7, 7, 8, 8, 5, + 9, 10, 10, 11, 11, 12, 12, 9, + 5, 9, 6, 10, 7, 11, 8, 12, + 0, 0 + }; + // triangles + rw::uint16 indicesT[] = { + 5, 6, 10, + 10, 9, 5, + 6, 7, 11, + 11, 10, 6, + 7, 8, 12, + 12, 11, 7, + 8, 5, 9, + 9, 12, 8, + + 7, 6, 5, + 5, 8, 7, + 9, 10, 11, + 11, 12, 9 + }; + float signs[4][2] = { + { 1, 1 }, + { -1, 1 }, + { -1, -1 }, + { 1, -1 } + }; + + float depth[3]; + depth[0] = 1.0f; // view window + depth[1] = c->nearClipPlane; + depth[2] = c->farClipPlane; + + int k = 0; + frustum[k].setX(c->offset.x); + frustum[k].setY(c->offset.y); + frustum[k].setZ(0.0f); + k++; + + for(int i = 0; i < 3; i++) // depths + for(int j = 0; j < 4; j++){ // planes + if(c->projection == rw::Camera::PERSPECTIVE){ + frustum[k].setX(-c->offset.x + depth[i]*(signs[j][0]*c->viewWindow.x + c->offset.x)); + frustum[k].setY(c->offset.y + depth[i]*(signs[j][1]*c->viewWindow.y - c->offset.y)); + frustum[k].setZ(depth[i]); + }else{ + frustum[k].setX(-c->offset.x + signs[j][0]*c->viewWindow.x + depth[i]*c->offset.x); + frustum[k].setY(c->offset.y + signs[j][1]*c->viewWindow.y - depth[i]*c->offset.y); + frustum[k].setZ(depth[i]); + } + k++; + } + + for(int i = 0; i < 5; i++) + frustum[i].setColor(red.red, red.green, red.blue, red.alpha); + for(int i = 5; i < 13; i++) + frustum[i].setColor(yellow.red, yellow.green, yellow.blue, 255); + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + + rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, indicesL, 34); + rw::im3d::End(); + + for(int i = 5; i < 13; i++) + frustum[i].setColor(yellow.red, yellow.green, yellow.blue, yellow.alpha); + + rw::SetRenderState(rw::VERTEXALPHA, 1); + + rw::im3d::Transform(frustum, 13, c->camera->getFrame()->getLTM(), rw::im3d::ALLOPAQUE); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesT, 36); + rw::im3d::End(); +} + +void +DrawCameraViewplaneTexture(CameraData *c) +{ + rw::RGBA white = { 255, 255, 255, 255 }; + rw::RWDEVICE::Im3DVertex frustum[4]; + rw::uint16 indicesV[] = { + 2, 1, 0, + 0, 3, 2, + 0, 1, 2, + 2, 3, 0 + }; + float uvValues[4][2] = { + { 0.0f, 0.0f }, + { 1.0f, 0.0f }, + { 1.0f, 1.0f }, + { 0.0f, 1.0f } + }; + float signs[4][2] = { + { 1, 1 }, + { -1, 1 }, + { -1, -1 }, + { 1, -1 } + }; + + for(int j = 0; j < 4; j++){ + frustum[j].setX(signs[j][0]*c->viewWindow.x); + frustum[j].setY(signs[j][1]*c->viewWindow.y); + frustum[j].setZ(1.0f); + } + for(int i = 0; i < 4; i++){ + frustum[i].setColor(white.red, white.green, white.blue, white.alpha); + frustum[i].setU(uvValues[i][0]); + frustum[i].setV(uvValues[i][1]); + } + + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::SetRenderStatePtr(rw::TEXTURERASTER, c->cameraTexture->texture->raster); + + rw::im3d::Transform(frustum, 4, c->camera->getFrame()->getLTM(), rw::im3d::VERTEXUV); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indicesV, 12); + rw::im3d::End(); +} diff --git a/tools/camera/camexamp.h b/tools/camera/camexamp.h new file mode 100644 index 0000000..7df301f --- /dev/null +++ b/tools/camera/camexamp.h @@ -0,0 +1,62 @@ +struct TextureCamera +{ + rw::Raster *raster; + rw::Raster *zRaster; + rw::Camera *camera; + rw::Texture *texture; +}; + +struct CameraData +{ + float farClipPlane; + float nearClipPlane; + rw::uint32 projection; + rw::V2d offset; + rw::V2d viewWindow; + rw::Camera *camera; + TextureCamera *cameraTexture; + rw::Matrix *matrix; +}; + +enum CameraDataType +{ + NONE = 0x00, + FARCLIPPLANE = 0x01, + NEARCLIPPLANE = 0x02, + PROJECTION = 0x04, + OFFSET = 0x08, + VIEWWINDOW = 0x10, + MATRIX = 0x20, + ALL = 0xFF +}; + +extern rw::Camera *MainCamera; +extern rw::Camera *SubCamera; + +extern rw::int32 CameraSelected; +extern rw::int32 ProjectionIndex; + +extern CameraData SubCameraData; + +void CameraQueryData(CameraData *data, CameraDataType type, rw::Camera *camera); +void CameraSetData(CameraData *data, CameraDataType type); + +void ChangeViewOffset(float deltaX, float deltaY); +void ChangeViewWindow(float deltaX, float deltaY); +void ProjectionCallback(void); +void ClipPlaneCallback(void); + +void CamerasCreate(rw::World *world); +void CamerasDestroy(rw::World *world); +void CameraSizeUpdate(rw::Rect *rect, float viewWindow, float aspectRatio); +void RenderSubCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world); +void RenderTextureCamera(rw::RGBA *foregroundColor, rw::int32 clearMode, rw::World *world); +void SubCameraMiniViewSelect(bool select); + +void CameraTextureInit(TextureCamera *ct); +void CameraTextureTerm(TextureCamera *ct); +void DrawCameraFrustum(CameraData *c); +void DrawCameraViewplaneTexture(CameraData *c); + +void ViewerRotate(rw::Camera *camera, float deltaX, float deltaY); +void ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY); diff --git a/tools/camera/files/clump.dff b/tools/camera/files/clump.dff new file mode 100644 index 0000000..960354f Binary files /dev/null and b/tools/camera/files/clump.dff differ diff --git a/tools/camera/files/clump/shinarm.png b/tools/camera/files/clump/shinarm.png new file mode 100644 index 0000000..1dbc402 Binary files /dev/null and b/tools/camera/files/clump/shinarm.png differ diff --git a/tools/camera/files/clump/shinbody.png b/tools/camera/files/clump/shinbody.png new file mode 100644 index 0000000..645b198 Binary files /dev/null and b/tools/camera/files/clump/shinbody.png differ diff --git a/tools/camera/files/clump/shinface.png b/tools/camera/files/clump/shinface.png new file mode 100644 index 0000000..014ca32 Binary files /dev/null and b/tools/camera/files/clump/shinface.png differ diff --git a/tools/camera/files/clump/shinleg.png b/tools/camera/files/clump/shinleg.png new file mode 100644 index 0000000..e56c1c3 Binary files /dev/null and b/tools/camera/files/clump/shinleg.png differ diff --git a/tools/camera/main.cpp b/tools/camera/main.cpp new file mode 100644 index 0000000..b50b40e --- /dev/null +++ b/tools/camera/main.cpp @@ -0,0 +1,508 @@ +#include +#include +#include + +#include "viewer.h" +#include "camexamp.h" + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +rw::EngineOpenParams engineOpenParams; +float FOV = 70.0f; + +rw::RGBA ForegroundColor = { 200, 200, 200, 255 }; +rw::RGBA BackgroundColor = { 64, 64, 64, 0 }; +rw::RGBA BackgroundColorSub = { 74, 74, 74, 0 }; + +rw::World *World; +rw::Charset *Charset; + +rw::V3d Xaxis = { 1.0f, 0.0, 0.0f }; +rw::V3d Yaxis = { 0.0f, 1.0, 0.0f }; +rw::V3d Zaxis = { 0.0f, 0.0, 1.0f }; + +float TimeDelta; + +rw::Clump *Clump; + +rw::World* +CreateWorld(void) +{ + rw::BBox bb; + + bb.inf.x = bb.inf.y = bb.inf.z = -100.0f; + bb.sup.x = bb.sup.y = bb.sup.z = 100.0f; + + return rw::World::create(&bb); +} + +void +LightsCreate(rw::World *world) +{ + rw::Light *light = rw::Light::create(rw::Light::AMBIENT); + assert(light); + World->addLight(light); + + light = rw::Light::create(rw::Light::DIRECTIONAL); + assert(light); + rw::Frame *frame = rw::Frame::create(); + assert(frame); + frame->rotate(&Xaxis, 30.0f, rw::COMBINEREPLACE); + frame->rotate(&Yaxis, 30.0f, rw::COMBINEPOSTCONCAT); + light->setFrame(frame); + World->addLight(light); +} + +rw::Clump* +ClumpCreate(rw::World *world) +{ + rw::Clump *clump; + rw::StreamFile in; + + rw::Image::setSearchPath("files/clump/"); + const char *filename = "files/clump.dff"; + if(in.open(filename, "rb") == NULL){ + printf("couldn't open file\n"); + return nil; + } + if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL)) + return nil; + clump = rw::Clump::streamRead(&in); + in.close(); + if(clump == nil) + return nil; + + rw::Frame *frame = clump->getFrame(); + rw::V3d pos = { 0.0f, 0.0f, 8.0f }; + frame->translate(&pos, rw::COMBINEREPLACE); + World->addClump(clump); + return clump; +} + +void +ClumpRotate(rw::Clump *clump, rw::Camera *camera, float xAngle, float yAngle) +{ + rw::Matrix *cameraMatrix = &camera->getFrame()->matrix; + rw::Frame *clumpFrame = clump->getFrame(); + rw::V3d pos = clumpFrame->matrix.pos; + + pos = rw::scale(pos, -1.0f); + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + clumpFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT); + clumpFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT); + + pos = rw::scale(pos, -1.0f); + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); +} + +void +ClumpTranslate(rw::Clump *clump, rw::Camera *camera, float xDelta, float yDelta) +{ + rw::Matrix *cameraMatrix = &camera->getFrame()->matrix; + rw::Frame *clumpFrame = clump->getFrame(); + + rw::V3d deltaX = rw::scale(cameraMatrix->right, xDelta); + rw::V3d deltaZ = rw::scale(cameraMatrix->at, yDelta); + rw::V3d delta = rw::add(deltaX, deltaZ); + + clumpFrame->translate(&delta, rw::COMBINEPOSTCONCAT); +} + +void +ClumpSetPosition(rw::Clump *clump, rw::V3d *position) +{ + clump->getFrame()->translate(position, rw::COMBINEREPLACE); +} + +void +Initialize(void) +{ + sk::globals.windowtitle = "Camera example"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +Initialize3D(void) +{ + if(!sk::InitRW()) + return false; + + Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor); + + World = CreateWorld(); + + CamerasCreate(World); + LightsCreate(World); + + Clump = ClumpCreate(World); + + rw::SetRenderState(rw::CULLMODE, rw::CULLBACK); + rw::SetRenderState(rw::ZTESTENABLE, 1); + rw::SetRenderState(rw::ZWRITEENABLE, 1); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = sk::globals.width; + r.h = sk::globals.height; + CameraSizeUpdate(&r, 0.5f, 4.0f/3.0f); + + return true; +} + +void +DestroyLight(rw::Light *light, rw::World *world) +{ + world->removeLight(light); + rw::Frame *frame = light->getFrame(); + if(frame){ + light->setFrame(nil); + frame->destroy(); + } + light->destroy(); +} + +void +Terminate3D(void) +{ + if(Clump){ + World->removeClump(Clump); + Clump->destroy(); + Clump = nil; + } + + FORLIST(lnk, World->globalLights){ + rw::Light *light = rw::Light::fromWorld(lnk); + DestroyLight(light, World); + } + FORLIST(lnk, World->localLights){ + rw::Light *light = rw::Light::fromWorld(lnk); + DestroyLight(light, World); + } + + CamerasDestroy(World); + + if(World){ + World->destroy(); + World = nil; + } + + if(Charset){ + Charset->destroy(); + Charset = nil; + } + + sk::TerminateRW(); +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +DisplayOnScreenInfo(void) +{ + char str[256]; + sprintf(str, "View window (%.2f, %.2f)", SubCameraData.viewWindow.x, SubCameraData.viewWindow.y); + Charset->print(str, 100, 100, 0); + sprintf(str, "View offset (%.2f, %.2f)", SubCameraData.offset.x, SubCameraData.offset.y); + Charset->print(str, 100, 120, 0); +} + +void +ResetCameraAndClump(void) +{ + SubCameraData.nearClipPlane = 0.3f; + SubCameraData.farClipPlane = 5.0f; + SubCameraData.projection = rw::Camera::PERSPECTIVE; + SubCameraData.offset.x = 0.0f; + SubCameraData.offset.y = 0.0f; + SubCameraData.viewWindow.x = 0.5f; + SubCameraData.viewWindow.y = 0.38f; + CameraSetData(&SubCameraData, ALL); + ProjectionIndex = 0; + + rw::V3d position = { 3.0f, 0.0f, 8.0f }; + rw::V3d point = { 0.0f, 0.0f, 8.0f }; + ViewerSetPosition(SubCameraData.camera, &position); + ViewerRotate(SubCamera, -90.0f, 0.0f); + + ClumpSetPosition(Clump, &point); +} + +void +Gui(void) +{ + static bool showCameraWindow = true; + ImGui::Begin("Camera", &showCameraWindow); + + ImGui::RadioButton("Main camera", &CameraSelected, 0); + ImGui::RadioButton("Sub camera", &CameraSelected, 1); + + if(ImGui::RadioButton("Perspective", &ProjectionIndex, 0)) + ProjectionCallback(); + if(ImGui::RadioButton("Parallel", &ProjectionIndex, 1)) + ProjectionCallback(); + + if(ImGui::SliderFloat("Near clip-plane", &SubCameraData.nearClipPlane, 0.1f, SubCameraData.farClipPlane-0.1f)) + ClipPlaneCallback(); + if(ImGui::SliderFloat("Far clip-plane", &SubCameraData.farClipPlane, SubCameraData.nearClipPlane+0.1f, 20.0f)) + ClipPlaneCallback(); + + if(ImGui::Button("Reset")) + ResetCameraAndClump(); + + ImGui::End(); +} + +void +MainCameraRender(rw::Camera *camera) +{ + RenderTextureCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World); + + camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + + camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(TimeDelta); + + World->render(); + + DrawCameraViewplaneTexture(&SubCameraData); + DrawCameraFrustum(&SubCameraData); + + DisplayOnScreenInfo(); + + Gui(); + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + camera->endUpdate(); + + + RenderSubCamera(&BackgroundColorSub, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ, World); +} + +void +SubCameraRender(rw::Camera *camera) +{ + camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + + camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(TimeDelta); + + World->render(); + + DisplayOnScreenInfo(); + + Gui(); + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + camera->endUpdate(); +} + +void +Render(void) +{ + rw::Camera *camera; + + SubCameraMiniViewSelect(CameraSelected == 0); + + switch(CameraSelected){ + default: + case 0: + camera = MainCamera; + MainCameraRender(camera); + break; + case 1: + camera = SubCamera; + SubCameraRender(camera); + break; + } + camera->showRaster(0); +} + +void +Idle(float timeDelta) +{ + TimeDelta = timeDelta; + Render(); +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +bool RotateClump; +bool TranslateClump; +bool RotateCamera; +bool TranslateCamera; +bool ViewXWindow; +bool ViewYWindow; +bool ViewXOffset; +bool ViewYOffset; + +bool Ctrl, Alt, Shift; + +void +KeyUp(int key) +{ + switch(key){ + case sk::KEY_LCTRL: + case sk::KEY_RCTRL: + Ctrl = false; + break; + case sk::KEY_LALT: + case sk::KEY_RALT: + Alt = false; + break; + case sk::KEY_LSHIFT: + case sk::KEY_RSHIFT: + Shift = false; + break; + } +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_LCTRL: + case sk::KEY_RCTRL: + Ctrl = true; + break; + case sk::KEY_LALT: + case sk::KEY_RALT: + Alt = true; + break; + case sk::KEY_LSHIFT: + case sk::KEY_RSHIFT: + Shift = true; + break; + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; + RotateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&1); + TranslateClump = !Ctrl && !Alt && !Shift && !!(MouseButtons&4); + RotateCamera = Ctrl && !!(MouseButtons&1); + TranslateCamera = Ctrl && !!(MouseButtons&4); + ViewXWindow = Shift && !!(MouseButtons&1); + ViewYWindow = Shift && !!(MouseButtons&4); + ViewXOffset = Alt && !!(MouseButtons&1); + ViewYOffset = Alt && !!(MouseButtons&4); +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; + + if(RotateClump) + ClumpRotate(Clump, MainCamera, MouseDeltaX, -MouseDeltaY); + if(TranslateClump) + ClumpTranslate(Clump, MainCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.1f); + if(RotateCamera) + ViewerRotate(SubCamera, -MouseDeltaX*0.1f, MouseDeltaY*0.1f); + if(TranslateCamera) + ViewerTranslate(SubCamera, -MouseDeltaX*0.01f, -MouseDeltaY*0.01f); + if(ViewXWindow) + ChangeViewWindow(-MouseDeltaY*0.01f, 0.0f); + if(ViewYWindow) + ChangeViewWindow(0.0f, -MouseDeltaY*0.01f); + if(ViewXOffset) + ChangeViewOffset(-MouseDeltaY*0.01f, 0.0f); + if(ViewYOffset) + ChangeViewOffset(0.0f, -MouseDeltaY*0.01f); +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Initialize(); + return EVENTPROCESSED; + case RWINITIALIZE: + return Initialize3D() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + Terminate3D(); + return EVENTPROCESSED; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + + CameraSizeUpdate(r, 0.5f, 4.0f/3.0f); + break; + case IDLE: + Idle(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/camera/viewer.cpp b/tools/camera/viewer.cpp new file mode 100644 index 0000000..b9732d3 --- /dev/null +++ b/tools/camera/viewer.cpp @@ -0,0 +1,51 @@ +#include +#include + +rw::Camera* +ViewerCreate(rw::World *world) +{ + rw::Camera *camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + assert(camera); + camera->setNearPlane(0.1f); + camera->setFarPlane(500.0f); + world->addCamera(camera); + return camera; +} + +void +ViewerDestroy(rw::Camera *camera, rw::World *world) +{ + if(camera && world){ + world->removeCamera(camera); + sk::CameraDestroy(camera); + } +} + +void +ViewerMove(rw::Camera *camera, rw::V3d *offset) +{ + sk::CameraMove(camera, offset); +} + +void +ViewerRotate(rw::Camera *camera, float deltaX, float deltaY) +{ + sk::CameraTilt(camera, nil, deltaY); + sk::CameraPan(camera, nil, deltaX); +} + +void +ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY) +{ + rw::V3d offset; + offset.x = deltaX; + offset.y = deltaY; + offset.z = 0.0f; + sk::CameraMove(camera, &offset); +} + +void +ViewerSetPosition(rw::Camera *camera, rw::V3d *position) +{ + camera->getFrame()->translate(position, rw::COMBINEREPLACE); +} diff --git a/tools/camera/viewer.h b/tools/camera/viewer.h new file mode 100644 index 0000000..acd5d79 --- /dev/null +++ b/tools/camera/viewer.h @@ -0,0 +1,6 @@ +rw::Camera *ViewerCreate(rw::World *world); +void ViewerDestroy(rw::Camera *camera, rw::World *world); +void ViewerMove(rw::Camera *camera, rw::V3d *offset); +void ViewerRotate(rw::Camera *camera, float deltaX, float deltaY); +void ViewerTranslate(rw::Camera *camera, float deltaX, float deltaY); +void ViewerSetPosition(rw::Camera *camera, rw::V3d *position); diff --git a/tools/dumprwtree/CMakeLists.txt b/tools/dumprwtree/CMakeLists.txt new file mode 100644 index 0000000..092b3dd --- /dev/null +++ b/tools/dumprwtree/CMakeLists.txt @@ -0,0 +1,20 @@ +add_executable(dumprwtree + dumprwtree.cpp +) + +target_link_libraries(dumprwtree + PRIVATE + librw::librw +) + +if(LIBRW_GL3_GFXLIB MATCHES "SDL[23]") + target_compile_definitions(dumprwtree PRIVATE SDL_MAIN_HANDLED) +endif() + +if(LIBRW_INSTALL) + install(TARGETS dumprwtree + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) +endif() + +librw_platform_target(dumprwtree INSTALL) diff --git a/tools/dumprwtree/dumprwtree.cpp b/tools/dumprwtree/dumprwtree.cpp new file mode 100644 index 0000000..ca86d3c --- /dev/null +++ b/tools/dumprwtree/dumprwtree.cpp @@ -0,0 +1,145 @@ +#include +#include +#include +#include + +#include + +using namespace std; +using namespace rw; + +const char *chunks[] = { "None", "Struct", "String", "Extension", "Unknown", + "Camera", "Texture", "Material", "Material List", "Atomic Section", + "Plane Section", "World", "Spline", "Matrix", "Frame List", + "Geometry", "Clump", "Unknown", "Light", "Unicode String", "Atomic", + "Texture Native", "Texture Dictionary", "Animation Database", + "Image", "Skin Animation", "Geometry List", "Anim Animation", + "Team", "Crowd", "Delta Morph Animation", "Right To Render", + "MultiTexture Effect Native", "MultiTexture Effect Dictionary", + "Team Dictionary", "Platform Independet Texture Dictionary", + "Table of Contents", "Particle Standard Global Data", "AltPipe", + "Platform Independet Peds", "Patch Mesh", "Chunk Group Start", + "Chunk Group End", "UV Animation Dictionary", "Coll Tree" +}; + +/* From 0x0101 through 0x0135 */ +const char *toolkitchunks0[] = { "Metrics PLG", "Spline PLG", "Stereo PLG", + "VRML PLG", "Morph PLG", "PVS PLG", "Memory Leak PLG", "Animation PLG", + "Gloss PLG", "Logo PLG", "Memory Info PLG", "Random PLG", + "PNG Image PLG", "Bone PLG", "VRML Anim PLG", "Sky Mipmap Val", + "MRM PLG", "LOD Atomic PLG", "ME PLG", "Lightmap PLG", + "Refine PLG", "Skin PLG", "Label PLG", "Particles PLG", "GeomTX PLG", + "Synth Core PLG", "STQPP PLG", + "Part PP PLG", "Collision PLG", "HAnim PLG", "User Data PLG", + "Material Effects PLG", "Particle System PLG", "Delta Morph PLG", + "Patch PLG", "Team PLG", "Crowd PP PLG", "Mip Split PLG", + "Anisotrophy PLG", "Not used", "GCN Material PLG", "Geometric PVS PLG", + "XBOX Material PLG", "Multi Texture PLG", "Chain PLG", "Toon PLG", + "PTank PLG", "Particle Standard PLG", "PDS PLG", "PrtAdv PLG", + "Normal Map PLG", "ADC PLG", "UV Animation PLG" +}; + +/* From 0x0180 through 0x01c1 */ +const char *toolkitchunks1[] = { + "Character Set PLG", "NOHS World PLG", "Import Util PLG", + "Slerp PLG", "Optim PLG", "TL World PLG", "Database PLG", + "Raytrace PLG", "Ray PLG", "Library PLG", + "Not used", "Not used", "Not used", "Not used", "Not used", "Not used", + "2D PLG", "Tile Render PLG", "JPEG Image PLG", "TGA Image PLG", + "GIF Image PLG", "Quat PLG", "Spline PVS PLG", "Mipmap PLG", + "MipmapK PLG", "2D Font", "Intersection PLG", "TIFF Image PLG", + "Pick PLG", "BMP Image PLG", "RAS Image PLG", "Skin FX PLG", + "VCAT PLG", "2D Path", "2D Brush", "2D Object", "2D Shape", "2D Scene", + "2D Pick Region", "2D Object String", "2D Animation PLG", + "2D Animation", + "Not used", "Not used", "Not used", "Not used", "Not used", "Not used", + "2D Keyframe", "2D Maestro", "Barycentric", + "Platform Independent Texture Dictionary TK", "TOC TK", "TPL TK", + "AltPipe TK", "Animation TK", "Skin Split Tookit", "Compressed Key TK", + "Geometry Conditioning PLG", "Wing PLG", "Generic Pipeline TK", + "Lightmap Conversion TK", "Filesystem PLG", "Dictionary TK", + "UV Animation Linear", "UV Animation Parameter" +}; + +const char *RSchunks[] = { "Unused 1", "Unused 2", "Extra Normals", + "Pipeline Set", "Unused 5", "Unused 6", "Specular Material", + "Unused 8", "2dfx", "Extra Colors", "Collision Model", + "Unused 12", "Environment Material", "Breakable", "Node Name", + "Unused 16" +}; + +const char* +getChunkName(uint32 id) +{ + switch(id){ + case 0x50E: + return "Bin Mesh PLG"; + case 0x510: + return "Native Data PLG"; + case 0x511: + return "Vertex Format PLG"; + case 0xF21E: + return "ZModeler Lock"; + } + + if(id <= 45) + return chunks[id]; + else if(id <= 0x0253F2FF && id >= 0x0253F2F0) + return RSchunks[id-0x0253F2F0]; + else if(id <= 0x0135 && id >= 0x0101) + return toolkitchunks0[id-0x0101]; + else if(id <= 0x01C0 && id >= 0x0181) + return toolkitchunks1[id-0x0181]; + else + return "Unknown"; +} + +void +readchunk(StreamFile *s, ChunkHeaderInfo *h, int level) +{ + for(int i = 0; i < level; i++) + printf(" "); + const char *name = getChunkName(h->type); + printf("%s (%x bytes @ 0x%x/0x%x) - [0x%x]\n", + name, h->length, s->tell()-12, s->tell(), h->type); + + uint32 end = s->tell() + h->length; + while(s->tell() < end){ + ChunkHeaderInfo nh; + readChunkHeaderInfo(s, &nh); + if(nh.version == h->version && nh.build == h->build){ + readchunk(s, &nh, level+1); + if(h->type == 0x510) + s->seek(end, 0); + }else{ + s->seek(h->length-12); + break; + } + } +} + +int +main(int argc, char *argv[]) +{ + if(argc < 2){ + fprintf(stderr, "usage: %s rwStreamFile\n", argv[0]); + return 0; + } + StreamFile s; + s.open(argv[1], "rb"); + + ChunkHeaderInfo header, last; + while(readChunkHeaderInfo(&s, &header)){ + if(header.type == 0) + break; + last = header; + if(argc == 2) + readchunk(&s, &header, 0); + } + + printf("%x %x %x\n", last.version, last.build, + libraryIDPack(last.version, last.build)); + + s.close(); + return 0; +} diff --git a/tools/hopalong/main.cpp b/tools/hopalong/main.cpp new file mode 100644 index 0000000..7399ff1 --- /dev/null +++ b/tools/hopalong/main.cpp @@ -0,0 +1,469 @@ +#include +#include +#include + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +struct SceneGlobals { + rw::World *world; + rw::Camera *camera; +} Scene; +rw::EngineOpenParams engineOpenParams; + +rw::Texture *ParticleTex; +rw::Raster *ParticleRaster; + +static rw::RWDEVICE::Im2DVertex im2dVerts[1024]; +static int numImVerts; +static rw::uint16 imIndices[1024*2]; +static int numImIndices; +static rw::PrimitiveType imPrim; + +void +BeginIm2D(rw::PrimitiveType prim) +{ + numImVerts = 0; + numImIndices = 0; + imPrim = prim; +} + +void +EndIm2D(void) +{ + rw::im2d::RenderIndexedPrimitive(imPrim, &im2dVerts, numImVerts, &imIndices, numImIndices); +} + +void +RenderParticle(float x, float y, float sz, rw::RGBA col) +{ + using namespace rw; + using namespace RWDEVICE; + + if(numImVerts+4 > nelem(im2dVerts) || + numImIndices+6 > nelem(imIndices)){ + EndIm2D(); + numImVerts = 0; + numImIndices = 0; + } + + float recipZ = 1.0f/Scene.camera->nearPlane; + rw::RWDEVICE::Im2DVertex *verts = &im2dVerts[numImVerts]; + + x += sk::globals.width/2; + y += sk::globals.height/2; + + verts[0].setScreenX(x-sz); + verts[0].setScreenY(y-sz); + verts[0].setScreenZ(rw::im2d::GetNearZ()); + verts[0].setCameraZ(Scene.camera->nearPlane); + verts[0].setRecipCameraZ(recipZ); + verts[0].setColor(col.red, col.green, col.blue, col.alpha); + verts[0].setU(0.0f, recipZ); + verts[0].setV(0.0f, recipZ); + + verts[1].setScreenX(x+sz); + verts[1].setScreenY(y-sz); + verts[1].setScreenZ(rw::im2d::GetNearZ()); + verts[1].setCameraZ(Scene.camera->nearPlane); + verts[1].setRecipCameraZ(recipZ); + verts[1].setColor(col.red, col.green, col.blue, col.alpha); + verts[1].setU(1.0f, recipZ); + verts[1].setV(0.0f, recipZ); + + verts[2].setScreenX(x+sz); + verts[2].setScreenY(y+sz); + verts[2].setScreenZ(rw::im2d::GetNearZ()); + verts[2].setCameraZ(Scene.camera->nearPlane); + verts[2].setRecipCameraZ(recipZ); + verts[2].setColor(col.red, col.green, col.blue, col.alpha); + verts[2].setU(1.0f, recipZ); + verts[2].setV(1.0f, recipZ); + + verts[3].setScreenX(x-sz); + verts[3].setScreenY(y+sz); + verts[3].setScreenZ(rw::im2d::GetNearZ()); + verts[3].setCameraZ(Scene.camera->nearPlane); + verts[3].setRecipCameraZ(recipZ); + verts[3].setColor(col.red, col.green, col.blue, col.alpha); + verts[3].setU(0.0f, recipZ); + verts[3].setV(1.0f, recipZ); + + imIndices[numImIndices+0] = numImVerts+0; + imIndices[numImIndices+1] = numImVerts+1; + imIndices[numImIndices+2] = numImVerts+2; + imIndices[numImIndices+3] = numImVerts+0; + imIndices[numImIndices+4] = numImVerts+2; + imIndices[numImIndices+5] = numImVerts+3; + + numImVerts += 4; + numImIndices += 6; +} + +float sgn(float f) { return f < 0.0f ? -1.0f : f > 0.0f ? 1.0f : 0.0f; } + +struct Orbit +{ + ImVec4 color; + float StartX; + float StartY; + float PointSz; + int numIterations; + bool used; +}; + +Orbit orbits[100]; +int curOrbit = 0; + +float A = 0.0f; +float B = 0.0f; +float C = 0.0f; +float D = 0.0f; +float E = 0.0f; +float Exp = 0.25f; +float Scale = 50.0f; +int type; +bool textured = true; +bool animateX; +bool animateY; +bool animateA; +bool animateB; +bool animateC; + +void +ResetOrbit(Orbit *o) +{ + o->color = ImVec4(1.0f, 0.0f, 0.0f, 1.00f); + o->StartX = 1.0f; + o->StartY = 0.0f; + o->PointSz = 3.0f; + o->numIterations = 1000; + o->used = false; +} + +void +RenderOrbit(Orbit *o) +{ + rw::RGBA red = { 0xFF, 0, 0, 0xFF }; + rw::RGBA color = rw::makeRGBA(o->color.x*255, o->color.y*255, o->color.z*255, o->color.w*255); + + float x1, y1; + float x0 = o->StartX; + float y0 = o->StartY; + int n = o->numIterations; + + if(textured){ + rw::SetRenderStatePtr(rw::TEXTURERASTER, ParticleRaster); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::LINEAR); + }else + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + BeginIm2D(rw::PRIMTYPETRILIST); + while(n--){ + switch(type){ + case 0: + default: + x1 = y0 - sgn(x0)*(D + sqrtf(fabs(B*x0 - C))); + break; + case 1: + x1 = y0 - sgn(x0)*(D + powf(fabs(B*x0 - C), Exp)); + break; + case 2: + x1 = y0 - sgn(x0)*(D + logf(2.0f + sqrtf(fabs(B*x0 - C)))); + break; + } + y1 = A - x0; + x1 += E; + RenderParticle(x1*Scale, y1*Scale, o->PointSz, color); + x0 = x1; + y0 = y1; + } + EndIm2D(); +} + +void +RenderHopalong(void) +{ + int i; + for(i = 0; i < nelem(orbits); i++) + if(orbits[i].used) + RenderOrbit(&orbits[i]); +} + +void +Init(void) +{ + sk::globals.windowtitle = "Hopalong map"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +#include "particle.inc" + +#include "vfs.h" +VFS_file files[] = { + { "particle.png", particle_png, particle_png_len } +}; +VFS vfs = { + files, nelem(files) +}; + +bool +InitRW(void) +{ + if(!sk::InitRW()) + return false; + installVFS(&vfs); + + Scene.world = rw::World::create(); + + ParticleTex = rw::Texture::read("particle", nil); + if(ParticleTex) + ParticleRaster = ParticleTex->raster; + + rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT); + ambient->setColor(0.2f, 0.2f, 0.2f); + Scene.world->addLight(ambient); + + rw::V3d xaxis = { 1.0f, 0.0f, 0.0f }; + rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL); + direct->setColor(0.8f, 0.8f, 0.8f); + direct->setFrame(rw::Frame::create()); + direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE); + Scene.world->addLight(direct); + + Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + Scene.world->addCamera(Scene.camera); + + + for(int i = 0; i < nelem(orbits); i++) + ResetOrbit(&orbits[i]); + orbits[0].used = true; + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + return true; +} + +void +orbitGUI(Orbit *o) +{ + ImGui::SliderFloat("x0", &o->StartX, -10.0f, 10.0f); + ImGui::SliderFloat("y0", &o->StartY, -10.0f, 10.0f); + ImGui::SliderFloat("Point Size", &o->PointSz, 0.5f, 10.0f); + ImGui::SliderInt("NumPoints", &o->numIterations, 1, 10000); + ImGui::ColorEdit3("color", (float*)&o->color); + +/* + ImGui::Checkbox("Textured", &textured); + ImGui::Checkbox("AnimateX", &animateX); + ImGui::Checkbox("AnimateY", &animateY); + ImGui::Checkbox("AnimateA", &animateA); + ImGui::Checkbox("AnimateB", &animateB); + ImGui::Checkbox("AnimateC", &animateC); +*/ +} + +void +hopalongGUI(void) +{ + int i; + static char tmp[128]; + if(curOrbit >= 0) + orbitGUI(&orbits[curOrbit]); + ImGui::SliderFloat("A", &A, -10.0f, 10.0f); + ImGui::SliderFloat("B", &B, -10.0f, 10.0f); + ImGui::SliderFloat("C", &C, -10.0f, 10.0f); + ImGui::SliderFloat("D", &D, -10.0f, 10.0f); + ImGui::SliderFloat("E", &E, -10.0f, 10.0f); + ImGui::SliderFloat("exp", &Exp, 0.001f, 4.0f); + ImGui::RadioButton("sqrt", &type, 0); + ImGui::RadioButton("^exp", &type, 1); + ImGui::RadioButton("log", &type, 2); + ImGui::SliderFloat("Scale", &Scale, 1.0f, 100.0f); + for(i = 0; i < nelem(orbits); i++){ + if(orbits[i].used){ + sprintf(tmp, "Orbit %d\n", i); + if(ImGui::Button(tmp)) + curOrbit = i; + } + } + if( ImGui::Button("Add Orbit")) + for(i = 0; i < nelem(orbits); i++) + if(!orbits[i].used){ + ResetOrbit(&orbits[i]); + orbits[i].used = true; + curOrbit = i; + break; + } + if(curOrbit >= 0 && ImGui::Button("Remove Orbit")){ + orbits[curOrbit].used = false; + curOrbit = -1; + for(i = 0; i < nelem(orbits); i++) + if(orbits[i].used){ + curOrbit = i; + break; + } + } +} + +#ifdef __unix__ +#include +#endif + +void +Draw(float timeDelta) +{ + static bool show_demo_window = false; + + rw::RGBA clearcol = { 0, 0, 0, 255 }; + Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + Scene.camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(timeDelta); + + RenderHopalong(); + +/* + if(animateX) StartX += timeDelta/10000.0f; + if(animateY) StartY += timeDelta/10000.0f; + if(animateA) A += timeDelta/10000.0f; + if(animateB) B += timeDelta/10000.0f; + if(animateC) C += timeDelta/10000.0f; +*/ + + hopalongGUI(); + + if(show_demo_window){ + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + ImGui::ShowDemoWindow(&show_demo_window); + } + + + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + Scene.camera->endUpdate(); + Scene.camera->showRaster(0); + +#ifdef __unix__ + usleep(10000); +#endif +} + + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; + if(MouseButtons&1){ + int mx = MouseX - sk::globals.width/2; + int my = MouseY - sk::globals.height/2; + if(curOrbit >= 0){ + orbits[curOrbit].StartX = mx/Scale; + orbits[curOrbit].StartY = my/Scale; + } + } +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Init(); + return EVENTPROCESSED; + case RWINITIALIZE: + return ::InitRW() ? EVENTPROCESSED : EVENTERROR; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + // TODO: set aspect ratio + if(Scene.camera) + sk::CameraSize(Scene.camera, r); + break; + case IDLE: + Draw(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/hopalong/particle.inc b/tools/hopalong/particle.inc new file mode 100644 index 0000000..5eeabe0 --- /dev/null +++ b/tools/hopalong/particle.inc @@ -0,0 +1,467 @@ +unsigned char particle_png[] = { + 0x89, 0x50, 0x4e, 0x47, 0x0d, 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0x22, 0x1e, 0xab, 0xc0, 0xc7, 0x5f, 0x25, + 0x60, 0xff, 0xe9, 0x44, 0xff, 0x7e, 0x01, 0xfd, 0x13, 0x8b, 0xfd, 0x25, + 0x02, 0xbe, 0xff, 0xcf, 0x9f, 0x80, 0x3f, 0x01, 0x7f, 0x02, 0xfe, 0x01, + 0x75, 0xe2, 0x8b, 0x93, 0x95, 0x3a, 0x44, 0x8f, 0x00, 0x00, 0x00, 0x00, + 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82 +}; +unsigned int particle_png_len = 5564; diff --git a/tools/hopalong/particle.png b/tools/hopalong/particle.png new file mode 100644 index 0000000..d8bd700 Binary files /dev/null and b/tools/hopalong/particle.png differ diff --git a/tools/hopalong/vfs.cpp b/tools/hopalong/vfs.cpp new file mode 100644 index 0000000..c54d241 --- /dev/null +++ b/tools/hopalong/vfs.cpp @@ -0,0 +1,133 @@ +#include +#include + +#include "vfs.h" + +struct FILE_VFS +{ + int used; + rw::uint8 *data; + int pos; + int size; +}; +FILE_VFS vfsfiles[64]; +VFS *globalVFS; + +void* +vfs_fopen(const char *path, const char *mode) +{ + int flags = 0; + int i, j; + char *r, *w, *plus; + +// printf("trying to open <%s> mode <%s>\n", path, mode); + const char *file = strrchr((char*)path, '/'); + if(file) + file++; + else + file = path; + for(i = 0; i < nelem(vfsfiles); i++){ + if(!vfsfiles[i].used) + goto found; + } + // no file pointer available + return nil; +found: + + // why can't we pass const char*? urghhh.... + r = strchr((char*)mode, 'r'); + w = strchr((char*)mode, 'w'); + plus = strchr((char*)mode, '+'); + // cannot write files + if(w || plus) + return nil; + + for(j = 0; j < globalVFS->numFiles; j++){ + if(strcmp(globalVFS->files[j].name, file) == 0) + goto found2; + } + // file not found + return nil; +found2: + + vfsfiles[i].used = 1; + vfsfiles[i].data = globalVFS->files[j].data; + vfsfiles[i].pos = 0; + vfsfiles[i].size = globalVFS->files[j].length; + return &vfsfiles[i]; +} + +int +vfs_fclose(void *fp) +{ + FILE_VFS *f = (FILE_VFS*)fp; + if(!f->used) + return EOF; + f->used = 0; + f->data = nil; + return 0; +} + +int +vfs_fseek(void *fp, long offset, int whence) +{ + FILE_VFS *f = (FILE_VFS*)fp; + switch(whence){ + case 0: + f->pos = offset; + break; + case 1: + f->pos += offset; + break; + case 2: + f->pos = f->size - offset; + break; + } + if(f->pos > f->size) f->pos = f->size; + return f->pos; +} + +long +vfs_ftell(void *fp) +{ + FILE_VFS *f = (FILE_VFS*)fp; + return f->pos; +} + +size_t +vfs_fread(void *ptr, size_t size, size_t nmemb, void *fp) +{ + FILE_VFS *f = (FILE_VFS*)fp; + size_t sz = size*nmemb; + if(sz > f->size-f->pos) + sz = f->size-f->pos; + memcpy(ptr, f->data+f->pos, sz); + f->pos += sz; + return sz/size; +} + +size_t +vfs_fwrite(const void *ptr, size_t size, size_t nmemb, void *fp) +{ + return 0; +} + +int +vfs_feof(void *fp) +{ + FILE_VFS *f = (FILE_VFS*)fp; + return f->pos >= f->size; +} + +void +installVFS(VFS *vfs) +{ + globalVFS = vfs; + rw::engine->filefuncs.rwfopen = vfs_fopen; + rw::engine->filefuncs.rwfclose = vfs_fclose; + rw::engine->filefuncs.rwfseek = vfs_fseek; + rw::engine->filefuncs.rwftell = vfs_ftell; + rw::engine->filefuncs.rwfread = vfs_fread; + rw::engine->filefuncs.rwfwrite = vfs_fwrite; + rw::engine->filefuncs.rwfeof = vfs_feof; +} diff --git a/tools/hopalong/vfs.h b/tools/hopalong/vfs.h new file mode 100644 index 0000000..768b193 --- /dev/null +++ b/tools/hopalong/vfs.h @@ -0,0 +1,15 @@ +struct VFS_file +{ + const char *name; + rw::uint8 *data; + rw::uint32 length; +}; + +struct VFS +{ + // TODO: directories? + VFS_file *files; + int numFiles; +}; + +void installVFS(VFS *vfs); diff --git a/tools/im2d/CMakeLists.txt b/tools/im2d/CMakeLists.txt new file mode 100644 index 0000000..d30325a --- /dev/null +++ b/tools/im2d/CMakeLists.txt @@ -0,0 +1,23 @@ +add_executable(im2d WIN32 + im2d.cpp + linelist.cpp + main.cpp + polyline.cpp + trifan.cpp + trilist.cpp + tristrip.cpp +) + +target_link_libraries(im2d + PRIVATE + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET im2d POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/files" "$/files" +) + +librw_platform_target(im2d) diff --git a/tools/im2d/files/whiteash.png b/tools/im2d/files/whiteash.png new file mode 100644 index 0000000..aa60569 Binary files /dev/null and b/tools/im2d/files/whiteash.png differ diff --git a/tools/im2d/im2d.cpp b/tools/im2d/im2d.cpp new file mode 100644 index 0000000..da4c084 --- /dev/null +++ b/tools/im2d/im2d.cpp @@ -0,0 +1,134 @@ +#include +#include + +#include "im2d.h" + +bool Im2DColored = true; +bool Im2DTextured; + +rw::int32 Im2DPrimType; + +rw::V2d ScreenSize; +float Scale; + +rw::RGBA SolidWhite = {255, 255, 255, 255}; +rw::RGBA SolidBlack = {0, 0, 0, 255}; +rw::RGBA SolidRed = {200, 64, 64, 255}; +rw::RGBA SolidGreen = {64, 200, 64, 255}; +rw::RGBA SolidBlue = {64, 64, 200, 255}; +rw::RGBA SolidYellow = {200, 200, 64, 255}; +rw::RGBA SolidPurple = {200, 64, 200, 255}; +rw::RGBA SolidCyan = {64, 200, 200, 255}; + +rw::Texture *Im2DTexture; + +void +Im2DInitialize(rw::Camera *camera) +{ + ScreenSize.x = camera->frameBuffer->width; + ScreenSize.y = camera->frameBuffer->height; + + Scale = ScreenSize.y / 3.0f; + + rw::Image::setSearchPath("files/"); + Im2DTexture = rw::Texture::read("whiteash", nil); + + LineListCreate(camera); + LineListSetColor(!Im2DColored); + + IndexedLineListCreate(camera); + IndexedLineListSetColor(!Im2DColored); + + PolyLineCreate(camera); + PolyLineSetColor(!Im2DColored); + + IndexedPolyLineCreate(camera); + IndexedPolyLineSetColor(!Im2DColored); + + TriListCreate(camera); + TriListSetColor(!Im2DColored); + + IndexedTriListCreate(camera); + IndexedTriListSetColor(!Im2DColored); + + TriStripCreate(camera); + TriStripSetColor(!Im2DColored); + + IndexedTriStripCreate(camera); + IndexedTriStripSetColor(!Im2DColored); + + TriFanCreate(camera); + TriFanSetColor(!Im2DColored); + + IndexedTriFanCreate(camera); + IndexedTriFanSetColor(!Im2DColored); +} + +void +Im2DTerminate(void) +{ + if(Im2DTexture){ + Im2DTexture->destroy(); + Im2DTexture = nil; + } +} + +void +Im2DRender(void) +{ + rw::SetRenderState(rw::ZTESTENABLE, 0); + rw::SetRenderState(rw::ZWRITEENABLE, 0); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::FilterMode::LINEAR); + + if(Im2DTextured) + rw::SetRenderStatePtr(rw::TEXTURERASTER, Im2DTexture->raster); + else + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + + switch(Im2DPrimType){ + case 0: LineListRender(); break; + case 1: IndexedLineListRender(); break; + case 2: PolyLineRender(); break; + case 3: IndexedPolyLineRender(); break; + case 4: TriListRender(); break; + case 5: IndexedTriListRender(); break; + case 6: TriStripRender(); break; + case 7: IndexedTriStripRender(); break; + case 8: TriFanRender(); break; + case 9: IndexedTriFanRender(); break; + } +} + +void +Im2DSize(rw::Camera *camera, rw::int32 w, rw::int32 h) +{ + ScreenSize.x = w; + ScreenSize.y = h; + + if(ScreenSize.x > ScreenSize.y) + Scale = ScreenSize.y / 3.0f; + else + Scale = ScreenSize.x / 3.0f; + + LineListCreate(camera); + + IndexedLineListCreate(camera); + + PolyLineCreate(camera); + + IndexedPolyLineCreate(camera); + + TriListCreate(camera); + + IndexedTriListCreate(camera); + + TriStripCreate(camera); + + IndexedTriStripCreate(camera); + + TriFanCreate(camera); + + IndexedTriFanCreate(camera); +} diff --git a/tools/im2d/im2d.h b/tools/im2d/im2d.h new file mode 100644 index 0000000..de82e03 --- /dev/null +++ b/tools/im2d/im2d.h @@ -0,0 +1,62 @@ +extern bool Im2DColored; +extern bool Im2DTextured; + +extern rw::int32 Im2DPrimType; + +extern rw::V2d ScreenSize; +extern float Scale; + +extern rw::RGBA SolidWhite; +extern rw::RGBA SolidBlack; +extern rw::RGBA SolidRed; +extern rw::RGBA SolidGreen; +extern rw::RGBA SolidBlue; +extern rw::RGBA SolidYellow; +extern rw::RGBA SolidPurple; +extern rw::RGBA SolidCyan; + + +void Im2DInitialize(rw::Camera *camera); +void Im2DTerminate(void); +void Im2DRender(void); +void Im2DSize(rw::Camera *camera, rw::int32 w, rw::int32 h); + +void LineListCreate(rw::Camera *camera); +void LineListSetColor(bool white); +void LineListRender(void); + +void IndexedLineListCreate(rw::Camera *camera); +void IndexedLineListSetColor(bool white); +void IndexedLineListRender(void); + +void PolyLineCreate(rw::Camera *camera); +void PolyLineSetColor(bool white); +void PolyLineRender(void); + +void IndexedPolyLineCreate(rw::Camera *camera); +void IndexedPolyLineSetColor(bool white); +void IndexedPolyLineRender(void); + +void TriListCreate(rw::Camera *camera); +void TriListSetColor(bool white); +void TriListRender(void); + +void IndexedTriListCreate(rw::Camera *camera); +void IndexedTriListSetColor(bool white); +void IndexedTriListRender(void); + +void TriStripCreate(rw::Camera *camera); +void TriStripSetColor(bool white); +void TriStripRender(void); + +void IndexedTriStripCreate(rw::Camera *camera); +void IndexedTriStripSetColor(bool white); +void IndexedTriStripRender(void); + +void TriFanCreate(rw::Camera *camera); +void TriFanSetColor(bool white); +void TriFanRender(void); + +void IndexedTriFanCreate(rw::Camera *camera); +void IndexedTriFanSetColor(bool white); +void IndexedTriFanRender(void); diff --git a/tools/im2d/linelist.cpp b/tools/im2d/linelist.cpp new file mode 100644 index 0000000..6d76fb2 --- /dev/null +++ b/tools/im2d/linelist.cpp @@ -0,0 +1,159 @@ +#include +#include + +#include "im2d.h" + +float LineListData[32][4] = { + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, 1.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.383f, 0.924f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.707f, 0.707f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.924f, 0.383f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 1.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.924f, -0.383f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.707f, -0.707f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.383f, -0.924f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, -1.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.383f, -0.924f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.707f, -0.707f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.924f, -0.383f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-1.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.924f, 0.383f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.707f, 0.707f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.383f, 0.924f, 1.000f, 1.000f} +}; + +float IndexedLineListData[16][4] = { + {-1.000f, 1.000f, 0.000f, 1.000f}, + {-0.500f, 1.000f, 0.250f, 1.000f}, + { 0.000f, 1.000f, 0.500f, 1.000f}, + { 0.500f, 1.000f, 0.750f, 1.000f}, + { 1.000f, 1.000f, 1.000f, 1.000f}, + + {-1.000f, 0.500f, 0.000f, 0.750f}, + {-1.000f, 0.000f, 0.000f, 0.500f}, + {-1.000f, -0.500f, 0.000f, 0.250f}, + + { 1.000f, 0.500f, 1.000f, 0.750f}, + { 1.000f, 0.000f, 1.000f, 0.500f}, + { 1.000f, -0.500f, 1.000f, 0.250f}, + + {-1.000f, -1.000f, 0.000f, 0.000f}, + {-0.500f, -1.000f, 0.250f, 0.000f}, + { 0.000f, -1.000f, 0.500f, 0.000f}, + { 0.500f, -1.000f, 0.750f, 0.000f}, + { 1.000f, -1.000f, 1.000f, 0.000f} +}; + +rw::uint16 IndexedLineListIndices[20] = { + 0, 11, 1, 12, 2, 13, 3, 14, 4, 15, + 0, 4, 5, 8, 6, 9, 7, 10, 11, 15 +}; + +rw::RWDEVICE::Im2DVertex LineList[32]; +rw::RWDEVICE::Im2DVertex IndexedLineList[16]; + + +void +LineListCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 32; i++){ + LineList[i].setScreenX(ScreenSize.x/2.0f + LineListData[i][0]*Scale); + LineList[i].setScreenY(ScreenSize.y/2.0f - LineListData[i][1]*Scale); + LineList[i].setScreenZ(rw::im2d::GetNearZ()); + LineList[i].setRecipCameraZ(recipZ); + LineList[i].setU(LineListData[i][2], recipZ); + LineList[i].setV(LineListData[i][3], recipZ); + } +} + +void +LineListSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidWhite; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + for(int i = 0; i < 32; i += 2){ + LineList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + LineList[i+1].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + } +} + +void +LineListRender(void) +{ + rw::im2d::RenderPrimitive(rw::PRIMTYPELINELIST, LineList, 32); +} + + +void +IndexedLineListCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 16; i++){ + IndexedLineList[i].setScreenX(ScreenSize.x/2.0f + IndexedLineListData[i][0]*Scale); + IndexedLineList[i].setScreenY(ScreenSize.y/2.0f - IndexedLineListData[i][1]*Scale); + IndexedLineList[i].setScreenZ(rw::im2d::GetNearZ()); + IndexedLineList[i].setRecipCameraZ(recipZ); + IndexedLineList[i].setU(IndexedLineListData[i][2], recipZ); + IndexedLineList[i].setV(IndexedLineListData[i][3], recipZ); + } +} + +void +IndexedLineListSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 16; i++) + IndexedLineList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedLineListRender(void) +{ + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, + IndexedLineList, 16, IndexedLineListIndices, 20); +} diff --git a/tools/im2d/main.cpp b/tools/im2d/main.cpp new file mode 100644 index 0000000..e37dfd4 --- /dev/null +++ b/tools/im2d/main.cpp @@ -0,0 +1,254 @@ +#include +#include +#include + +#include "im2d.h" + +rw::EngineOpenParams engineOpenParams; + +rw::RGBA ForegroundColor = { 200, 200, 200, 255 }; +rw::RGBA BackgroundColor = { 64, 64, 64, 0 }; + +rw::Camera *Camera; +rw::Charset *Charset; + +float TimeDelta; + +rw::Camera* +CreateCamera(void) +{ + Camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + assert(Camera); + + Camera->setNearPlane(0.1f); + Camera->setFarPlane(10.0f); + + return Camera; +} + +void +Initialize(void) +{ + sk::globals.windowtitle = "Im2D example"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +Initialize3D(void) +{ + if(!sk::InitRW()) + return false; + + Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor); + + Camera = CreateCamera(); + + Im2DInitialize(Camera); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + return true; +} + +void +Terminate3D(void) +{ + Im2DTerminate(); + + if(Camera){ + Camera->destroy(); + Camera = nil; + } + + if(Charset){ + Charset->destroy(); + Charset = nil; + } + + sk::TerminateRW(); +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +DisplayOnScreenInfo(void) +{ +} + +void +Gui(void) +{ + static bool showWindow = true; + ImGui::Begin("Im2D", &showWindow); + + ImGui::RadioButton("Line-list", &Im2DPrimType, 0); + ImGui::RadioButton("Line-list indexed", &Im2DPrimType, 1); + ImGui::RadioButton("Poly-line", &Im2DPrimType, 2); + ImGui::RadioButton("Poly-line indexed", &Im2DPrimType, 3); + ImGui::RadioButton("Tri-list", &Im2DPrimType, 4); + ImGui::RadioButton("Tri-list indexed", &Im2DPrimType, 5); + ImGui::RadioButton("Tri-strip", &Im2DPrimType, 6); + ImGui::RadioButton("Tri-strip indexed", &Im2DPrimType, 7); + ImGui::RadioButton("Tri-fan", &Im2DPrimType, 8); + ImGui::RadioButton("Tri-fan indexed", &Im2DPrimType, 9); + + ImGui::NewLine(); + + ImGui::Checkbox("Textured", &Im2DTextured); + if(ImGui::Checkbox("Colored", &Im2DColored)){ + LineListSetColor(!Im2DColored); + IndexedLineListSetColor(!Im2DColored); + PolyLineSetColor(!Im2DColored); + IndexedPolyLineSetColor(!Im2DColored); + TriListSetColor(!Im2DColored); + IndexedTriListSetColor(!Im2DColored); + TriStripSetColor(!Im2DColored); + IndexedTriStripSetColor(!Im2DColored); + TriFanSetColor(!Im2DColored); + IndexedTriFanSetColor(!Im2DColored); + } + + ImGui::End(); +} + +void +Render(void) +{ + Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + + Camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(TimeDelta); + + Im2DRender(); + DisplayOnScreenInfo(); + + Gui(); + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + Camera->endUpdate(); + + Camera->showRaster(0); +} + +void +Idle(float timeDelta) +{ + TimeDelta = timeDelta; + Render(); +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Initialize(); + return EVENTPROCESSED; + case RWINITIALIZE: + return Initialize3D() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + Terminate3D(); + return EVENTPROCESSED; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + if(::Camera){ + sk::CameraSize(::Camera, r, 0.5f, 4.0f/3.0f); + Im2DSize(::Camera, r->w, r->h); + } + break; + case IDLE: + Idle(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/im2d/polyline.cpp b/tools/im2d/polyline.cpp new file mode 100644 index 0000000..5379117 --- /dev/null +++ b/tools/im2d/polyline.cpp @@ -0,0 +1,132 @@ +#include +#include + +#include "im2d.h" + +float PolyLineData[16][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + { 0.672f, 0.672f, 0.836f, 0.836f}, + { 0.900f, 0.000f, 0.950f, 0.500f}, + { 0.601f, -0.601f, 0.800f, 0.200f}, + { 0.000f, -0.800f, 0.500f, 0.100f}, + {-0.530f, -0.530f, 0.245f, 0.245f}, + {-0.700f, 0.000f, 0.150f, 0.500f}, + {-0.460f, 0.460f, 0.270f, 0.770f}, + { 0.000f, 0.600f, 0.500f, 0.800f}, + { 0.389f, 0.389f, 0.695f, 0.695f}, + { 0.500f, 0.000f, 0.750f, 0.500f}, + { 0.318f, -0.318f, 0.659f, 0.341f}, + { 0.000f, -0.400f, 0.500f, 0.300f}, + {-0.247f, -0.247f, 0.376f, 0.376f}, + {-0.300f, 0.000f, 0.350f, 0.500f}, + {-0.177f, 0.177f, 0.411f, 0.589f} +}; + +float IndexedPolyLineData[21][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + + {-0.200f, 0.600f, 0.400f, 0.800f}, + { 0.200f, 0.600f, 0.600f, 0.800f}, + + {-0.400f, 0.200f, 0.300f, 0.600f}, + { 0.000f, 0.200f, 0.500f, 0.600f}, + { 0.400f, 0.200f, 0.700f, 0.600f}, + + {-0.600f, -0.200f, 0.200f, 0.400f}, + {-0.200f, -0.200f, 0.400f, 0.400f}, + { 0.200f, -0.200f, 0.600f, 0.400f}, + { 0.600f, -0.200f, 0.800f, 0.400f}, + + {-0.800f, -0.600f, 0.100f, 0.200f}, + {-0.400f, -0.600f, 0.300f, 0.200f}, + { 0.000f, -0.600f, 0.500f, 0.200f}, + { 0.400f, -0.600f, 0.700f, 0.200f}, + { 0.800f, -0.600f, 0.900f, 0.200f}, + + {-1.000f, -1.000f, 0.000f, 0.000f}, + {-0.600f, -1.000f, 0.200f, 0.000f}, + {-0.200f, -1.000f, 0.400f, 0.000f}, + { 0.200f, -1.000f, 0.600f, 0.000f}, + { 0.600f, -1.000f, 0.800f, 0.000f}, + { 1.000f, -1.000f, 1.000f, 0.000f} +}; + +rw::uint16 IndexedPolyLineIndices[46] = { + 0, 2, 5, 4, 8, 5, 9, 8, 13, 9, + 14, 13, 19, 14, 20, 19, 18, 13, 12, 8, + 7, 12, 18, 17, 12, 11, 17, 16, 15, 10, + 16, 11, 10, 6, 11, 7, 6, 3, 7, 4, + 3, 1, 4, 2, 1, 0 +}; + +rw::RWDEVICE::Im2DVertex PolyLine[16]; +rw::RWDEVICE::Im2DVertex IndexedPolyLine[21]; + + +void +PolyLineCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 16; i++){ + PolyLine[i].setScreenX(ScreenSize.x/2.0f + PolyLineData[i][0]*Scale); + PolyLine[i].setScreenY(ScreenSize.y/2.0f - PolyLineData[i][1]*Scale); + PolyLine[i].setScreenZ(rw::im2d::GetNearZ()); + PolyLine[i].setRecipCameraZ(recipZ); + PolyLine[i].setU(PolyLineData[i][2], recipZ); + PolyLine[i].setV(PolyLineData[i][3], recipZ); + } +} + +void +PolyLineSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidBlue; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 16; i++) + PolyLine[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +PolyLineRender(void) +{ + rw::im2d::RenderPrimitive(rw::PRIMTYPEPOLYLINE, PolyLine, 16); +} + + +void +IndexedPolyLineCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 21; i++){ + IndexedPolyLine[i].setScreenX(ScreenSize.x/2.0f + IndexedPolyLineData[i][0]*Scale); + IndexedPolyLine[i].setScreenY(ScreenSize.y/2.0f - IndexedPolyLineData[i][1]*Scale); + IndexedPolyLine[i].setScreenZ(rw::im2d::GetNearZ()); + IndexedPolyLine[i].setRecipCameraZ(recipZ); + IndexedPolyLine[i].setU(IndexedPolyLineData[i][2], recipZ); + IndexedPolyLine[i].setV(IndexedPolyLineData[i][3], recipZ); + } +} + +void +IndexedPolyLineSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidBlue; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 21; i++) + IndexedPolyLine[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedPolyLineRender(void) +{ + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, + IndexedPolyLine, 21, IndexedPolyLineIndices, 46); +} diff --git a/tools/im2d/trifan.cpp b/tools/im2d/trifan.cpp new file mode 100644 index 0000000..b1a703f --- /dev/null +++ b/tools/im2d/trifan.cpp @@ -0,0 +1,119 @@ +#include +#include + +#include "im2d.h" + +float TriFanData[17][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + {-0.383f, 0.924f, 0.308f, 0.962f}, + {-0.707f, 0.707f, 0.146f, 0.854f}, + {-0.924f, 0.383f, 0.038f, 0.692f}, + {-1.000f, 0.000f, 0.000f, 0.500f}, + {-0.924f, -0.383f, 0.038f, 0.308f}, + {-0.707f, -0.707f, 0.146f, 0.146f}, + {-0.383f, -0.924f, 0.308f, 0.038f}, + { 0.000f, -1.000f, 0.500f, 0.000f}, + { 0.383f, -0.924f, 0.692f, 0.038f}, + { 0.707f, -0.707f, 0.854f, 0.146f}, + { 0.924f, -0.383f, 0.962f, 0.308f}, + { 1.000f, 0.000f, 1.000f, 0.500f}, + { 0.924f, 0.383f, 0.962f, 0.692f}, + { 0.707f, 0.707f, 0.854f, 0.854f}, + { 0.383f, 0.924f, 0.692f, 0.962f}, + { 0.000f, 1.000f, 0.500f, 1.000f} +}; + +float IndexedTriFanData[16][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + {-0.383f, 0.924f, 0.308f, 0.962f}, + {-0.707f, 0.707f, 0.146f, 0.854f}, + {-0.924f, 0.383f, 0.038f, 0.692f}, + {-1.000f, 0.000f, 0.000f, 0.500f}, + {-0.924f, -0.383f, 0.038f, 0.308f}, + {-0.707f, -0.707f, 0.146f, 0.146f}, + {-0.383f, -0.924f, 0.308f, 0.038f}, + { 0.000f, -1.000f, 0.500f, 0.000f}, + { 0.383f, -0.924f, 0.692f, 0.038f}, + { 0.707f, -0.707f, 0.854f, 0.146f}, + { 0.924f, -0.383f, 0.962f, 0.308f}, + { 1.000f, 0.000f, 1.000f, 0.500f}, + { 0.924f, 0.383f, 0.962f, 0.692f}, + { 0.707f, 0.707f, 0.854f, 0.854f}, + { 0.383f, 0.924f, 0.692f, 0.962f} +}; + +rw::uint16 IndexedTriFanIndices[17] = { + 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0 +}; + +rw::RWDEVICE::Im2DVertex TriFan[17]; +rw::RWDEVICE::Im2DVertex IndexedTriFan[16]; + + +void +TriFanCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 17; i++){ + TriFan[i].setScreenX(ScreenSize.x/2.0f + TriFanData[i][0]*Scale); + TriFan[i].setScreenY(ScreenSize.y/2.0f - TriFanData[i][1]*Scale); + TriFan[i].setScreenZ(rw::im2d::GetNearZ()); + TriFan[i].setRecipCameraZ(recipZ); + TriFan[i].setU(TriFanData[i][2], recipZ); + TriFan[i].setV(TriFanData[i][3], recipZ); + } +} + +void +TriFanSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidYellow; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 17; i++) + TriFan[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +TriFanRender(void) +{ + rw::im2d::RenderPrimitive(rw::PRIMTYPETRIFAN, TriFan, 17); +} + + +void +IndexedTriFanCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 16; i++){ + IndexedTriFan[i].setScreenX(ScreenSize.x/2.0f + IndexedTriFanData[i][0]*Scale); + IndexedTriFan[i].setScreenY(ScreenSize.y/2.0f - IndexedTriFanData[i][1]*Scale); + IndexedTriFan[i].setScreenZ(rw::im2d::GetNearZ()); + IndexedTriFan[i].setRecipCameraZ(recipZ); + IndexedTriFan[i].setU(IndexedTriFanData[i][2], recipZ); + IndexedTriFan[i].setV(IndexedTriFanData[i][3], recipZ); + } +} + +void +IndexedTriFanSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidGreen; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 16; i++) + IndexedTriFan[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedTriFanRender(void) +{ + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, + IndexedTriFan, 16, IndexedTriFanIndices, 17); +} diff --git a/tools/im2d/trilist.cpp b/tools/im2d/trilist.cpp new file mode 100644 index 0000000..64ee65f --- /dev/null +++ b/tools/im2d/trilist.cpp @@ -0,0 +1,166 @@ +#include +#include + +#include "im2d.h" + +float TriListData[18][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + {-0.500f, 0.500f, 0.250f, 0.750f}, + { 0.500f, 0.500f, 0.750f, 0.750f}, + + {-0.500f, 0.500f, 0.250f, 0.750f}, + { 0.500f, -0.500f, 0.750f, 0.250f}, + { 0.500f, 0.500f, 0.750f, 0.750f}, + + { 0.500f, 0.500f, 0.750f, 0.750f}, + { 0.500f, -0.500f, 0.750f, 0.250f}, + { 1.000f, 0.000f, 1.000f, 0.500f}, + + { 0.500f, -0.500f, 0.750f, 0.250f}, + {-0.500f, -0.500f, 0.250f, 0.250f}, + { 0.000f, -1.000f, 0.500f, 0.000f}, + + { 0.500f, -0.500f, 0.750f, 1.250f}, + {-0.500f, 0.500f, 0.250f, 1.750f}, + {-0.500f, -0.500f, 0.250f, 1.250f}, + + {-0.500f, -0.500f, 0.250f, 0.250f}, + {-0.500f, 0.500f, 0.250f, 0.750f}, + {-1.000f, 0.000f, 0.000f, 0.500f} +}; + +float IndexedTriListData[21][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + + {-0.200f, 0.600f, 0.400f, 0.800f}, + { 0.200f, 0.600f, 0.600f, 0.800f}, + + {-0.400f, 0.200f, 0.300f, 0.600f}, + { 0.000f, 0.200f, 0.500f, 0.600f}, + { 0.400f, 0.200f, 0.300f, 0.600f}, + + {-0.600f, -0.200f, 0.200f, 0.400f}, + {-0.200f, -0.200f, 0.400f, 0.400f}, + { 0.200f, -0.200f, 0.600f, 0.400f}, + { 0.600f, -0.200f, 0.800f, 0.400f}, + + {-0.800f, -0.600f, 0.100f, 0.200f}, + {-0.400f, -0.600f, 0.300f, 0.200f}, + { 0.000f, -0.600f, 0.500f, 0.200f}, + { 0.400f, -0.600f, 0.700f, 0.200f}, + { 0.800f, -0.600f, 0.900f, 0.200f}, + + {-1.000f, -1.000f, 0.000f, 0.000f}, + {-0.600f, -1.000f, 0.200f, 0.000f}, + {-0.200f, -1.000f, 0.400f, 0.000f}, + { 0.200f, -1.000f, 0.600f, 0.000f}, + { 0.600f, -1.000f, 0.800f, 0.000f}, + { 1.000f, -1.000f, 1.000f, 0.000f} +}; + +rw::uint16 IndexedTriListIndices[45] = { + 0, 1, 2, + 1, 3, 4, 2, 4, 5, + 3, 6, 7, 4, 7, 8, 5, 8, 9, + 6, 10, 11, 7, 11, 12, 8, 12, 13, 9, 13, 14, + 10, 15, 16, 11, 16, 17, 12, 17, 18, 13, 18, 19, 14, 19, 20 +}; + +rw::RWDEVICE::Im2DVertex TriList[18]; +rw::RWDEVICE::Im2DVertex IndexedTriList[21]; + + +void +TriListCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 18; i++){ + TriList[i].setScreenX(ScreenSize.x/2.0f + TriListData[i][0]*Scale); + TriList[i].setScreenY(ScreenSize.y/2.0f - TriListData[i][1]*Scale); + TriList[i].setScreenZ(rw::im2d::GetNearZ()); + TriList[i].setRecipCameraZ(recipZ); + TriList[i].setU(TriListData[i][2], recipZ); + TriList[i].setV(TriListData[i][3], recipZ); + } +} + +void +TriListSetColor(bool white) +{ + int i; + rw::RGBA SolidColor1 = SolidBlue; + rw::RGBA SolidColor2 = SolidRed; + rw::RGBA SolidColor3 = SolidGreen; + rw::RGBA SolidColor4 = SolidYellow; + rw::RGBA SolidColor5 = SolidPurple; + rw::RGBA SolidColor6 = SolidCyan; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + SolidColor4 = SolidWhite; + SolidColor5 = SolidWhite; + SolidColor6 = SolidWhite; + } + + for(i = 0; i < 3; i++) + TriList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(; i < 6; i++) + TriList[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + for(; i < 9; i++) + TriList[i].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); + for(; i < 12; i++) + TriList[i].setColor(SolidColor4.red, SolidColor4.green, + SolidColor4.blue, SolidColor4.alpha); + for(; i < 15; i++) + TriList[i].setColor(SolidColor5.red, SolidColor5.green, + SolidColor5.blue, SolidColor5.alpha); + for(; i < 18; i++) + TriList[i].setColor(SolidColor6.red, SolidColor6.green, + SolidColor6.blue, SolidColor6.alpha); +} + +void +TriListRender(void) +{ + rw::im2d::RenderPrimitive(rw::PRIMTYPETRILIST, TriList, 18); +} + + +void +IndexedTriListCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 21; i++){ + IndexedTriList[i].setScreenX(ScreenSize.x/2.0f + IndexedTriListData[i][0]*Scale); + IndexedTriList[i].setScreenY(ScreenSize.y/2.0f - IndexedTriListData[i][1]*Scale); + IndexedTriList[i].setScreenZ(rw::im2d::GetNearZ()); + IndexedTriList[i].setRecipCameraZ(recipZ); + IndexedTriList[i].setU(IndexedTriListData[i][2], recipZ); + IndexedTriList[i].setV(IndexedTriListData[i][3], recipZ); + } +} + +void +IndexedTriListSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidBlue; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 21; i++) + IndexedTriList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedTriListRender(void) +{ + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, + IndexedTriList, 21, IndexedTriListIndices, 45); +} diff --git a/tools/im2d/tristrip.cpp b/tools/im2d/tristrip.cpp new file mode 100644 index 0000000..41f2d3a --- /dev/null +++ b/tools/im2d/tristrip.cpp @@ -0,0 +1,130 @@ +#include +#include + +#include "im2d.h" + +float TriStripData[18][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + { 0.000f, 0.500f, 0.500f, 0.750f}, + + { 0.707f, 0.707f, 0.853f, 0.853f}, + { 0.354f, 0.354f, 0.677f, 0.677f}, + + { 1.000f, 0.000f, 1.000f, 0.500f}, + { 0.500f, 0.000f, 0.750f, 0.500f}, + + { 0.707f, -0.707f, 0.853f, 0.147f}, + { 0.354f, -0.354f, 0.677f, 0.323f}, + + { 0.000f, -1.000f, 0.500f, 0.000f}, + { 0.000f, -0.500f, 0.500f, 0.250f}, + + {-0.707f, -0.707f, 0.147f, 0.147f}, + {-0.354f, -0.354f, 0.323f, 0.323f}, + + {-1.000f, 0.000f, 0.000f, 0.500f}, + {-0.500f, 0.000f, 0.250f, 0.500f}, + + {-0.707f, 0.707f, 0.147f, 0.853f}, + {-0.354f, 0.354f, 0.323f, 0.677f}, + + { 0.000f, 1.000f, 0.500f, 1.000f}, + { 0.000f, 0.500f, 0.500f, 0.750f} +}; + +float IndexedTriStripData[16][4] = { + { 0.000f, 1.000f, 0.500f, 1.000f}, + { 0.707f, 0.707f, 0.853f, 0.853f}, + { 1.000f, 0.000f, 1.000f, 0.500f}, + { 0.707f, -0.707f, 0.853f, 0.147f}, + { 0.000f, -1.000f, 0.500f, 0.000f}, + {-0.707f, -0.707f, 0.147f, 0.147f}, + {-1.000f, 0.000f, 0.000f, 0.500f}, + {-0.707f, 0.707f, 0.147f, 0.853f}, + + { 0.000f, 0.500f, 0.500f, 0.750f}, + { 0.354f, 0.354f, 0.677f, 0.677f}, + { 0.500f, 0.000f, 0.750f, 0.500f}, + { 0.354f, -0.354f, 0.677f, 0.323f}, + { 0.000f, -0.500f, 0.500f, 0.250f}, + {-0.354f, -0.354f, 0.323f, 0.323f}, + {-0.500f, 0.000f, 0.250f, 0.500f}, + {-0.354f, 0.354f, 0.323f, 0.677f} +}; + +rw::uint16 IndexedTriStripIndices[18] = { + 0, 8, 1, 9, 2, 10, 3, 11, + 4, 12, 5, 13, 6, 14, 7, 15, 0, 8 +}; + +rw::RWDEVICE::Im2DVertex TriStrip[18]; +rw::RWDEVICE::Im2DVertex IndexedTriStrip[16]; + + +void +TriStripCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 18; i++){ + TriStrip[i].setScreenX(ScreenSize.x/2.0f + TriStripData[i][0]*Scale); + TriStrip[i].setScreenY(ScreenSize.y/2.0f - TriStripData[i][1]*Scale); + TriStrip[i].setScreenZ(rw::im2d::GetNearZ()); + TriStrip[i].setRecipCameraZ(recipZ); + TriStrip[i].setU(TriStripData[i][2], recipZ); + TriStrip[i].setV(TriStripData[i][3], recipZ); + } +} + +void +TriStripSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidPurple; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 18; i++) + TriStrip[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +TriStripRender(void) +{ + rw::im2d::RenderPrimitive(rw::PRIMTYPETRISTRIP, TriStrip, 18); +} + + +void +IndexedTriStripCreate(rw::Camera *camera) +{ + float recipZ = 1.0f/camera->nearPlane; + for(int i = 0; i < 16; i++){ + IndexedTriStrip[i].setScreenX(ScreenSize.x/2.0f + IndexedTriStripData[i][0]*Scale); + IndexedTriStrip[i].setScreenY(ScreenSize.y/2.0f - IndexedTriStripData[i][1]*Scale); + IndexedTriStrip[i].setScreenZ(rw::im2d::GetNearZ()); + IndexedTriStrip[i].setRecipCameraZ(recipZ); + IndexedTriStrip[i].setU(IndexedTriStripData[i][2], recipZ); + IndexedTriStrip[i].setV(IndexedTriStripData[i][3], recipZ); + } +} + +void +IndexedTriStripSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidCyan; + + if(white) + SolidColor1 = SolidWhite; + + for(int i = 0; i < 16; i++) + IndexedTriStrip[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedTriStripRender(void) +{ + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, + IndexedTriStrip, 16, IndexedTriStripIndices, 18); +} diff --git a/tools/im3d/CMakeLists.txt b/tools/im3d/CMakeLists.txt new file mode 100644 index 0000000..1a49114 --- /dev/null +++ b/tools/im3d/CMakeLists.txt @@ -0,0 +1,23 @@ +add_executable(im3d WIN32 + im3d.cpp + linelist.cpp + main.cpp + polyline.cpp + trifan.cpp + trilist.cpp + tristrip.cpp +) + +target_link_libraries(im3d + PRIVATE + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET im3d POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/files" "$/files" +) + +librw_platform_target(im3d) diff --git a/tools/im3d/files/whiteash.png b/tools/im3d/files/whiteash.png new file mode 100644 index 0000000..aa60569 Binary files /dev/null and b/tools/im3d/files/whiteash.png differ diff --git a/tools/im3d/im3d.cpp b/tools/im3d/im3d.cpp new file mode 100644 index 0000000..4588bc1 --- /dev/null +++ b/tools/im3d/im3d.cpp @@ -0,0 +1,138 @@ +#include +#include + +#include "im3d.h" + +bool Im3DColored = true; +bool Im3DTextured; + +rw::int32 Im3DPrimType; + +rw::RGBA SolidWhite = {255, 255, 255, 255}; +rw::RGBA SolidBlack = {0, 0, 0, 255}; +rw::RGBA SolidRed = {200, 64, 64, 255}; +rw::RGBA SolidGreen = {64, 200, 64, 255}; +rw::RGBA SolidBlue = {64, 64, 200, 255}; +rw::RGBA SolidYellow = {200, 200, 64, 255}; +rw::RGBA SolidPurple = {200, 64, 200, 255}; +rw::RGBA SolidCyan = {64, 200, 200, 255}; + +rw::Matrix *Im3DMatrix; +rw::Texture *Im3DTexture; + +void +Im3DInitialize(void) +{ + Im3DMatrix = rw::Matrix::create(); + assert(Im3DMatrix); + + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::V3d pos = rw::scale(cameraMatrix->at, 6.0f); + Im3DMatrix->rotate(&cameraMatrix->up, 30.0f); + Im3DMatrix->translate(&pos); + + rw::Image::setSearchPath("files/"); + Im3DTexture = rw::Texture::read("whiteash", nil); + + LineListCreate(); + LineListSetColor(!Im3DColored); + + IndexedLineListCreate(); + IndexedLineListSetColor(!Im3DColored); + + PolyLineCreate(); + PolyLineSetColor(!Im3DColored); + + IndexedPolyLineCreate(); + IndexedPolyLineSetColor(!Im3DColored); + + TriListCreate(); + TriListSetColor(!Im3DColored); + + IndexedTriListCreate(); + IndexedTriListSetColor(!Im3DColored); + + TriStripCreate(); + TriStripSetColor(!Im3DColored); + + IndexedTriStripCreate(); + IndexedTriStripSetColor(!Im3DColored); + + TriFanCreate(); + TriFanSetColor(!Im3DColored); + + IndexedTriFanCreate(); + IndexedTriFanSetColor(!Im3DColored); +} + +void +Im3DTerminate(void) +{ + if(Im3DMatrix){ + Im3DMatrix->destroy(); + Im3DMatrix = nil; + } + + if(Im3DTexture){ + Im3DTexture->destroy(); + Im3DTexture = nil; + } +} + +void +Im3DRender(void) +{ + rw::SetRenderState(rw::ZTESTENABLE, 1); + rw::SetRenderState(rw::ZWRITEENABLE, 1); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDONE); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDZERO); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::FilterMode::LINEAR); + rw::SetRenderState(rw::CULLMODE, rw::CULLBACK); + + rw::uint32 flags; + if(Im3DTextured){ + rw::SetRenderStatePtr(rw::TEXTURERASTER, Im3DTexture->raster); + flags = rw::im3d::VERTEXUV | rw::im3d::ALLOPAQUE; + }else{ + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + flags = rw::im3d::ALLOPAQUE; + } + + switch(Im3DPrimType){ + case 0: LineListRender(Im3DMatrix, flags); break; + case 1: IndexedLineListRender(Im3DMatrix, flags); break; + case 2: PolyLineRender(Im3DMatrix, flags); break; + case 3: IndexedPolyLineRender(Im3DMatrix, flags); break; + case 4: TriListRender(Im3DMatrix, flags); break; + case 5: IndexedTriListRender(Im3DMatrix, flags); break; + case 6: TriStripRender(Im3DMatrix, flags); break; + case 7: IndexedTriStripRender(Im3DMatrix, flags); break; + case 8: TriFanRender(Im3DMatrix, flags); break; + case 9: IndexedTriFanRender(Im3DMatrix, flags); break; + } +} + +void +Im3DRotate(float xAngle, float yAngle) +{ + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::V3d pos = Im3DMatrix->pos; + + pos = rw::scale(pos, -1.0f); + Im3DMatrix->translate(&pos); + + Im3DMatrix->rotate(&cameraMatrix->up, xAngle); + Im3DMatrix->rotate(&cameraMatrix->right, yAngle); + + pos = rw::scale(pos, -1.0f); + Im3DMatrix->translate(&pos); +} + +void +Im3DTranslateZ(float zDelta) +{ + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::V3d delta = rw::scale(cameraMatrix->at, zDelta); + Im3DMatrix->translate(&delta); +} + diff --git a/tools/im3d/im3d.h b/tools/im3d/im3d.h new file mode 100644 index 0000000..a9651cf --- /dev/null +++ b/tools/im3d/im3d.h @@ -0,0 +1,62 @@ +extern rw::Camera *Camera; + +extern bool Im3DColored; +extern bool Im3DTextured; + +extern rw::int32 Im3DPrimType; + +extern rw::RGBA SolidWhite; +extern rw::RGBA SolidBlack; +extern rw::RGBA SolidRed; +extern rw::RGBA SolidGreen; +extern rw::RGBA SolidBlue; +extern rw::RGBA SolidYellow; +extern rw::RGBA SolidPurple; +extern rw::RGBA SolidCyan; + + +void Im3DInitialize(void); +void Im3DTerminate(void); +void Im3DRender(void); +void Im3DRotate(float xAngle, float yAngle); +void Im3DTranslateZ(float zDelta); + +void LineListCreate(void); +void LineListSetColor(bool white); +void LineListRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void IndexedLineListCreate(void); +void IndexedLineListSetColor(bool white); +void IndexedLineListRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void PolyLineCreate(void); +void PolyLineSetColor(bool white); +void PolyLineRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void IndexedPolyLineCreate(void); +void IndexedPolyLineSetColor(bool white); +void IndexedPolyLineRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void TriListCreate(void); +void TriListSetColor(bool white); +void TriListRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void IndexedTriListCreate(void); +void IndexedTriListSetColor(bool white); +void IndexedTriListRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void TriStripCreate(void); +void TriStripSetColor(bool white); +void TriStripRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void IndexedTriStripCreate(void); +void IndexedTriStripSetColor(bool white); +void IndexedTriStripRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void TriFanCreate(void); +void TriFanSetColor(bool white); +void TriFanRender(rw::Matrix *transform, rw::uint32 transformFlags); + +void IndexedTriFanCreate(void); +void IndexedTriFanSetColor(bool white); +void IndexedTriFanRender(rw::Matrix *transform, rw::uint32 transformFlags); diff --git a/tools/im3d/linelist.cpp b/tools/im3d/linelist.cpp new file mode 100644 index 0000000..768e87a --- /dev/null +++ b/tools/im3d/linelist.cpp @@ -0,0 +1,176 @@ +#include +#include + +#include "im3d.h" + +float LineListData[28][5] = { + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, 1.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, -1.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, 0.000f, 1.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.000f, 0.000f, -1.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 1.000f, 0.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-1.000f, 0.000f, 0.000f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.577f, 0.577f, 0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.577f, -0.577f, 0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.577f, 0.577f, -0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.577f, -0.577f, -0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.577f, -0.577f, -0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.577f, 0.577f, -0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.577f, -0.577f, 0.577f, 1.000f, 1.000f}, + + { 0.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.577f, 0.577f, 0.577f, 1.000f, 1.000f} +}; + +float IndexedLineListData[18][5] = { + { 0.000f, 1.000f, 0.000f, 0.000f, 0.000f}, + + { 0.577f, 0.577f, 0.577f, 0.000f, 0.000f}, + { 0.577f, 0.577f, -0.577f, 0.000f, 0.000f}, + {-0.577f, 0.577f, -0.577f, 0.000f, 0.000f}, + {-0.577f, 0.577f, 0.577f, 0.000f, 0.000f}, + + { 0.000f, 0.000f, 1.000f, 0.000f, 0.000f}, + { 0.707f, 0.000f, 0.707f, 0.000f, 0.000f}, + { 1.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + { 0.707f, 0.000f, -0.707f, 0.000f, 0.000f}, + { 0.000f, 0.000f, -1.000f, 0.000f, 0.000f}, + {-0.707f, 0.000f, -0.707f, 0.000f, 0.000f}, + {-1.000f, 0.000f, 0.000f, 0.000f, 0.000f}, + {-0.707f, 0.000f, 0.707f, 0.000f, 0.000f}, + + { 0.577f, -0.577f, 0.577f, 0.000f, 0.000f}, + { 0.577f, -0.577f, -0.577f, 0.000f, 0.000f}, + {-0.577f, -0.577f, -0.577f, 0.000f, 0.000f}, + {-0.577f, -0.577f, 0.577f, 0.000f, 0.000f}, + + { 0.000f, -1.000f, 0.000f, 0.000f, 0.000f} +}; + +rw::uint16 IndexedLineListIndices[96] = { + 0,1, 0,2, 0,3, 0,4, 1,2, 2,3, 3,4, 4,1, + + 1,5, 1,6, 1,7, 2,7, 2,8, 2,9, 3,9, 3,10, 3,11, 4,11, 4,12, 4,5, + 5,6, 6,7, 7,8, 8,9, 9,10, 10,11, 11,12, 12,5, + 13,5, 13,6, 13,7, 14,7, 14,8, 14,9, 15,9, 15,10, 15,11, 16,11, 16,12, 16,5, + + 17,13, 17,14, 17,15, 17,16, 13,14, 14,15, 15,16, 16,13 +}; + +rw::RWDEVICE::Im3DVertex LineList[28]; +rw::RWDEVICE::Im3DVertex IndexedLineList[18]; + + +void +LineListCreate(void) +{ + for(int i = 0; i < 28; i++){ + LineList[i].setX(LineListData[i][0]); + LineList[i].setY(LineListData[i][1]); + LineList[i].setZ(LineListData[i][2]); + LineList[i].setU(LineListData[i][3]); + LineList[i].setV(LineListData[i][4]); + } +} + +void +LineListSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidWhite; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + for(int i = 0; i < 28; i += 2){ + LineList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + LineList[i+1].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + } +} + +void +LineListRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(LineList, 28, transform, transformFlags); + rw::im3d::RenderPrimitive(rw::PRIMTYPELINELIST); + rw::im3d::End(); +} + + +void +IndexedLineListCreate(void) +{ + for(int i = 0; i < 18; i++){ + IndexedLineList[i].setX(IndexedLineListData[i][0]); + IndexedLineList[i].setY(IndexedLineListData[i][1]); + IndexedLineList[i].setZ(IndexedLineListData[i][2]); + IndexedLineList[i].setU(IndexedLineListData[i][3]); + IndexedLineList[i].setV(IndexedLineListData[i][4]); + } +} + +void +IndexedLineListSetColor(bool white) +{ + int i; + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidGreen; + rw::RGBA SolidColor3 = SolidBlue; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + } + + IndexedLineList[0].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(i = 1; i < 5; i++) + IndexedLineList[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + for(; i < 13; i++) + IndexedLineList[i].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); + for(; i < 17; i++) + IndexedLineList[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + IndexedLineList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); +} + +void +IndexedLineListRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(IndexedLineList, 18, transform, transformFlags); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPELINELIST, IndexedLineListIndices, 96); + rw::im3d::End(); +} diff --git a/tools/im3d/main.cpp b/tools/im3d/main.cpp new file mode 100644 index 0000000..4949d2e --- /dev/null +++ b/tools/im3d/main.cpp @@ -0,0 +1,268 @@ +#include +#include +#include + +#include "im3d.h" + +rw::EngineOpenParams engineOpenParams; + +rw::RGBA ForegroundColor = { 200, 200, 200, 255 }; +rw::RGBA BackgroundColor = { 64, 64, 64, 0 }; + +rw::Camera *Camera; +rw::Charset *Charset; + +float TimeDelta; + +rw::Camera* +CreateCamera(void) +{ + Camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + assert(Camera); + + Camera->setNearPlane(0.1f); + Camera->setFarPlane(50.0f); + + return Camera; +} + +void +Initialize(void) +{ + sk::globals.windowtitle = "Im3D example"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +Initialize3D(void) +{ + if(!sk::InitRW()) + return false; + + Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor); + + Camera = CreateCamera(); + + Im3DInitialize(); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + rw::Rect r; + r.x = 0; + r.y = 0; + r.w = sk::globals.width; + r.h = sk::globals.height; + sk::CameraSize(::Camera, &r, 0.5f, 4.0f/3.0f); + + return true; +} + +void +Terminate3D(void) +{ + Im3DTerminate(); + + if(Camera){ + Camera->destroy(); + Camera = nil; + } + + if(Charset){ + Charset->destroy(); + Charset = nil; + } + + sk::TerminateRW(); +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +DisplayOnScreenInfo(void) +{ +} + +void +Gui(void) +{ + static bool showWindow = true; + ImGui::Begin("Im2D", &showWindow); + + ImGui::RadioButton("Line-list", &Im3DPrimType, 0); + ImGui::RadioButton("Line-list indexed", &Im3DPrimType, 1); + ImGui::RadioButton("Poly-line", &Im3DPrimType, 2); + ImGui::RadioButton("Poly-line indexed", &Im3DPrimType, 3); + ImGui::RadioButton("Tri-list", &Im3DPrimType, 4); + ImGui::RadioButton("Tri-list indexed", &Im3DPrimType, 5); + ImGui::RadioButton("Tri-strip", &Im3DPrimType, 6); + ImGui::RadioButton("Tri-strip indexed", &Im3DPrimType, 7); + ImGui::RadioButton("Tri-fan", &Im3DPrimType, 8); + ImGui::RadioButton("Tri-fan indexed", &Im3DPrimType, 9); + + ImGui::NewLine(); + + ImGui::Checkbox("Textured", &Im3DTextured); + if(ImGui::Checkbox("Colored", &Im3DColored)){ + LineListSetColor(!Im3DColored); + IndexedLineListSetColor(!Im3DColored); + PolyLineSetColor(!Im3DColored); + IndexedPolyLineSetColor(!Im3DColored); + TriListSetColor(!Im3DColored); + IndexedTriListSetColor(!Im3DColored); + TriStripSetColor(!Im3DColored); + IndexedTriStripSetColor(!Im3DColored); + TriFanSetColor(!Im3DColored); + IndexedTriFanSetColor(!Im3DColored); + } + + ImGui::End(); +} + +void +Render(void) +{ + Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + + Camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(TimeDelta); + + Im3DRender(); + DisplayOnScreenInfo(); + + Gui(); + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + Camera->endUpdate(); + + Camera->showRaster(0); +} + +void +Idle(float timeDelta) +{ + TimeDelta = timeDelta; + Render(); +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +bool Rotate, Translate; + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; + Rotate = !!(MouseButtons&1); + Translate = !!(MouseButtons&4); +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; + if(Rotate) + Im3DRotate(MouseDeltaX, -MouseDeltaY); + if(Translate) + Im3DTranslateZ(-MouseDeltaY*0.1f); +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Initialize(); + return EVENTPROCESSED; + case RWINITIALIZE: + return Initialize3D() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + Terminate3D(); + return EVENTPROCESSED; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + if(::Camera){ + sk::CameraSize(::Camera, r, 0.5f, 4.0f/3.0f); + } + break; + case IDLE: + Idle(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/im3d/polyline.cpp b/tools/im3d/polyline.cpp new file mode 100644 index 0000000..1a206b0 --- /dev/null +++ b/tools/im3d/polyline.cpp @@ -0,0 +1,157 @@ +#include +#include + +#include "im3d.h" + +float PolyLineData[21][5] = { + { 0.000f, 1.000f, 1.000f, 0.500f, 1.000f}, + { 0.707f, 0.707f, 0.900f, 0.854f, 0.854f}, + { 1.000f, 0.000f, 0.800f, 1.000f, 0.500f}, + { 0.707f, -0.707f, 0.700f, 0.854f, 0.146f}, + { 0.000f, -1.000f, 0.600f, 0.500f, 0.000f}, + {-0.707f, -0.707f, 0.500f, 0.146f, 0.146f}, + {-1.000f, -0.000f, 0.400f, 0.000f, 0.500f}, + {-0.707f, 0.707f, 0.300f, 0.146f, 0.854f}, + + { 0.000f, 1.000f, 0.200f, 0.500f, 1.000f}, + { 0.707f, 0.707f, 0.100f, 0.854f, 0.854f}, + { 1.000f, 0.000f, 0.000f, 1.000f, 0.500f}, + { 0.707f, -0.707f, -0.100f, 0.854f, 0.146f}, + { 0.000f, -1.000f, -0.200f, 0.500f, 0.000f}, + {-0.707f, -0.707f, -0.300f, 0.146f, 0.146f}, + {-1.000f, -0.000f, -0.400f, 0.000f, 0.500f}, + {-0.707f, 0.707f, -0.500f, 0.146f, 0.854f}, + + { 0.000f, 1.000f, -0.600f, 0.500f, 1.000f}, + { 0.707f, 0.707f, -0.700f, 0.854f, 0.854f}, + { 1.000f, 0.000f, -0.800f, 1.000f, 0.500f}, + { 0.707f, -0.707f, -0.900f, 0.854f, 0.146f}, + { 0.000f, -1.000f, -1.000f, 0.500f, 0.000f} +}; + +float IndexedPolyLineData[8][5] = { + { 1.000f, 1.000f, 1.000f, 1.000f, 0.000f}, + {-1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + {-1.000f, -1.000f, 1.000f, 0.500f, 1.000f}, + { 1.000f, -1.000f, 1.000f, 0.500f, 0.000f}, + + { 1.000f, 1.000f, -1.000f, 0.500f, 0.000f}, + {-1.000f, 1.000f, -1.000f, 0.500f, 1.000f}, + {-1.000f, -1.000f, -1.000f, 0.000f, 1.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 0.000f} +}; + +rw::uint16 IndexedPolyLineIndices[25] = { + 0, 1, 2, 3, 0, 2, 6, 5, 1, 3, 7, 4, 0, 5, 4, 6, 1, 4, 3, 6, 7, 5, 2, 7, 0 +}; + +rw::RWDEVICE::Im3DVertex PolyLine[21]; +rw::RWDEVICE::Im3DVertex IndexedPolyLine[8]; + + +void +PolyLineCreate(void) +{ + for(int i = 0; i < 21; i++){ + PolyLine[i].setX(PolyLineData[i][0]); + PolyLine[i].setY(PolyLineData[i][1]); + PolyLine[i].setZ(PolyLineData[i][2]); + PolyLine[i].setU(PolyLineData[i][3]); + PolyLine[i].setV(PolyLineData[i][4]); + } +} + +void +PolyLineSetColor(bool white) +{ + int i; + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidGreen; + rw::RGBA SolidColor3 = SolidBlue; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + } + + for(i = 0; i < 7; i++) + PolyLine[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(; i < 14; i++) + PolyLine[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + for(; i < 21; i++) + PolyLine[i].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); +} + +void +PolyLineRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(PolyLine, 21, transform, transformFlags); + rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE); + rw::im3d::End(); +} + + +void +IndexedPolyLineCreate(void) +{ + for(int i = 0; i < 8; i++){ + IndexedPolyLine[i].setX(IndexedPolyLineData[i][0]); + IndexedPolyLine[i].setY(IndexedPolyLineData[i][1]); + IndexedPolyLine[i].setZ(IndexedPolyLineData[i][2]); + IndexedPolyLine[i].setU(IndexedPolyLineData[i][3]); + IndexedPolyLine[i].setV(IndexedPolyLineData[i][4]); + } +} + +void +IndexedPolyLineSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidYellow; + rw::RGBA SolidColor3 = SolidBlack; + rw::RGBA SolidColor4 = SolidPurple; + rw::RGBA SolidColor5 = SolidGreen; + rw::RGBA SolidColor6 = SolidCyan; + rw::RGBA SolidColor7 = SolidBlue; + rw::RGBA SolidColor8 = SolidWhite; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + SolidColor4 = SolidWhite; + SolidColor5 = SolidWhite; + SolidColor6 = SolidWhite; + SolidColor7 = SolidWhite; + SolidColor8 = SolidWhite; + } + + IndexedPolyLine[0].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + IndexedPolyLine[1].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + IndexedPolyLine[2].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); + IndexedPolyLine[3].setColor(SolidColor4.red, SolidColor4.green, + SolidColor4.blue, SolidColor4.alpha); + IndexedPolyLine[4].setColor(SolidColor5.red, SolidColor5.green, + SolidColor5.blue, SolidColor5.alpha); + IndexedPolyLine[5].setColor(SolidColor6.red, SolidColor6.green, + SolidColor6.blue, SolidColor6.alpha); + IndexedPolyLine[6].setColor(SolidColor7.red, SolidColor7.green, + SolidColor7.blue, SolidColor7.alpha); + IndexedPolyLine[7].setColor(SolidColor8.red, SolidColor8.green, + SolidColor8.blue, SolidColor8.alpha); +} + +void +IndexedPolyLineRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(IndexedPolyLine, 8, transform, transformFlags); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, IndexedPolyLineIndices, 25); + rw::im3d::End(); +} diff --git a/tools/im3d/trifan.cpp b/tools/im3d/trifan.cpp new file mode 100644 index 0000000..3bef64b --- /dev/null +++ b/tools/im3d/trifan.cpp @@ -0,0 +1,152 @@ +#include +#include + +#include "im3d.h" + +float TriFanData[34][5] = { + { 0.000f, 0.000f, -1.000f, 0.500f, 0.500f}, + + { 0.000f, 1.000f, 0.000f, 0.500f, 1.000f}, + { 0.383f, 0.924f, 0.000f, 0.691f, 0.962f}, + { 0.707f, 0.707f, 0.000f, 0.854f, 0.854f}, + { 0.924f, 0.383f, 0.000f, 0.962f, 0.691f}, + { 1.000f, 0.000f, 0.000f, 1.000f, 0.500f}, + { 0.924f, -0.383f, 0.000f, 0.962f, 0.309f}, + { 0.707f, -0.707f, 0.000f, 0.854f, 0.146f}, + { 0.383f, -0.924f, 0.000f, 0.691f, 0.038f}, + { 0.000f, -1.000f, 0.000f, 0.500f, 0.000f}, + {-0.383f, -0.924f, 0.000f, 0.309f, 0.038f}, + {-0.707f, -0.707f, 0.000f, 0.146f, 0.146f}, + {-0.924f, -0.383f, 0.000f, 0.038f, 0.309f}, + {-1.000f, -0.000f, 0.000f, 0.000f, 0.500f}, + {-0.924f, 0.383f, 0.000f, 0.038f, 0.691f}, + {-0.707f, 0.707f, 0.000f, 0.146f, 0.854f}, + {-0.383f, 0.924f, 0.000f, 0.309f, 0.962f}, + + { 0.000f, 1.000f, 0.000f, 0.500f, 1.000f}, + + {-0.383f, 0.924f, 0.000f, 0.309f, 0.962f}, + {-0.707f, 0.707f, 0.000f, 0.146f, 0.854f}, + {-0.924f, 0.383f, 0.000f, 0.038f, 0.691f}, + {-1.000f, -0.000f, 0.000f, 0.000f, 0.500f}, + {-0.924f, -0.383f, 0.000f, 0.038f, 0.309f}, + {-0.707f, -0.707f, 0.000f, 0.146f, 0.146f}, + {-0.383f, -0.924f, 0.000f, 0.309f, 0.038f}, + { 0.000f, -1.000f, 0.000f, 0.500f, 0.000f}, + { 0.383f, -0.924f, 0.000f, 0.691f, 0.038f}, + { 0.707f, -0.707f, 0.000f, 0.854f, 0.146f}, + { 0.924f, -0.383f, 0.000f, 0.962f, 0.309f}, + { 1.000f, 0.000f, 0.000f, 1.000f, 0.500f}, + { 0.924f, 0.383f, 0.000f, 0.962f, 0.691f}, + { 0.707f, 0.707f, 0.000f, 0.854f, 0.854f}, + { 0.383f, 0.924f, 0.000f, 0.691f, 0.962f}, + { 0.000f, 1.000f, 0.000f, 0.500f, 1.000f} +}; + +float IndexedTriFanData[17][5] = { + /* top */ + { 0.000f, 0.000f, -1.000f, 0.500f, 0.500f}, + /* circle */ + { 0.000f, 1.000f, 0.000f, 0.500f, 1.000f}, + { 0.383f, 0.924f, 0.000f, 0.691f, 0.962f}, + { 0.707f, 0.707f, 0.000f, 0.854f, 0.854f}, + { 0.924f, 0.383f, 0.000f, 0.962f, 0.691f}, + { 1.000f, 0.000f, 0.000f, 1.000f, 0.500f}, + { 0.924f, -0.383f, 0.000f, 0.962f, 0.309f}, + { 0.707f, -0.707f, 0.000f, 0.854f, 0.146f}, + { 0.383f, -0.924f, 0.000f, 0.691f, 0.038f}, + { 0.000f, -1.000f, 0.000f, 0.500f, 0.000f}, + {-0.383f, -0.924f, 0.000f, 0.309f, 0.038f}, + {-0.707f, -0.707f, 0.000f, 0.146f, 0.146f}, + {-0.924f, -0.383f, 0.000f, 0.038f, 0.309f}, + {-1.000f, -0.000f, 0.000f, 0.000f, 0.500f}, + {-0.924f, 0.383f, 0.000f, 0.038f, 0.691f}, + {-0.707f, 0.707f, 0.000f, 0.146f, 0.854f}, + {-0.383f, 0.924f, 0.000f, 0.309f, 0.962f} +}; + +rw::uint16 IndexedTriFanIndices[34] = { + 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 1, + 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 +}; + +rw::RWDEVICE::Im3DVertex TriFan[34]; +rw::RWDEVICE::Im3DVertex IndexedTriFan[17]; + + +void +TriFanCreate(void) +{ + for(int i = 0; i < 34; i++){ + TriFan[i].setX(TriFanData[i][0]); + TriFan[i].setY(TriFanData[i][1]); + TriFan[i].setZ(TriFanData[i][2]); + TriFan[i].setU(TriFanData[i][3]); + TriFan[i].setV(TriFanData[i][4]); + } +} + +void +TriFanSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidYellow; + rw::RGBA SolidColor2 = SolidBlue; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + TriFan[0].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(int i = 1; i < 34; i++) + TriFan[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); +} + +void +TriFanRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(TriFan, 34, transform, transformFlags); + rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN); + rw::im3d::End(); +} + + +void +IndexedTriFanCreate(void) +{ + for(int i = 0; i < 17; i++){ + IndexedTriFan[i].setX(IndexedTriFanData[i][0]); + IndexedTriFan[i].setY(IndexedTriFanData[i][1]); + IndexedTriFan[i].setZ(IndexedTriFanData[i][2]); + IndexedTriFan[i].setU(IndexedTriFanData[i][3]); + IndexedTriFan[i].setV(IndexedTriFanData[i][4]); + } +} + +void +IndexedTriFanSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidGreen; + rw::RGBA SolidColor2 = SolidBlack; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + IndexedTriFan[0].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(int i = 1; i < 17; i++) + IndexedTriFan[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); +} + +void +IndexedTriFanRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(IndexedTriFan, 17, transform, transformFlags); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, IndexedTriFanIndices, 34); + rw::im3d::End(); +} diff --git a/tools/im3d/trilist.cpp b/tools/im3d/trilist.cpp new file mode 100644 index 0000000..6fa4014 --- /dev/null +++ b/tools/im3d/trilist.cpp @@ -0,0 +1,202 @@ +#include +#include + +#include "im3d.h" + +float TriListData[36][5] = { + /* front */ + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + {-1.000f, -1.000f, 1.000f, 0.000f, 0.000f}, + { 1.000f, -1.000f, 1.000f, 1.000f, 0.000f}, + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + {-1.000f, 1.000f, 1.000f, 0.000f, 1.000f}, + {-1.000f, -1.000f, 1.000f, 0.000f, 0.000f}, + /* back */ + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + {-1.000f, 1.000f, -1.000f, 1.000f, 0.000f}, + { 1.000f, 1.000f, -1.000f, 0.000f, 0.000f}, + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + { 1.000f, 1.000f, -1.000f, 0.000f, 0.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 1.000f}, + /* top */ + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + { 1.000f, 1.000f, -1.000f, 1.000f, 0.000f}, + {-1.000f, 1.000f, -1.000f, 0.000f, 0.000f}, + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + {-1.000f, 1.000f, -1.000f, 0.000f, 0.000f}, + {-1.000f, 1.000f, 1.000f, 0.000f, 1.000f}, + /* bottom */ + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + { 1.000f, -1.000f, 1.000f, 0.000f, 0.000f}, + {-1.000f, -1.000f, 1.000f, 1.000f, 0.000f}, + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 1.000f}, + { 1.000f, -1.000f, 1.000f, 0.000f, 0.000f}, + /* left */ + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + {-1.000f, 1.000f, 1.000f, 0.000f, 0.000f}, + {-1.000f, 1.000f, -1.000f, 1.000f, 0.000f}, + {-1.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + {-1.000f, -1.000f, 1.000f, 0.000f, 1.000f}, + {-1.000f, 1.000f, 1.000f, 0.000f, 0.000f}, + /* right */ + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + { 1.000f, -1.000f, 1.000f, 1.000f, 0.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 0.000f}, + { 1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 0.000f}, + { 1.000f, 1.000f, -1.000f, 0.000f, 1.000f} +}; + +float IndexedTriListData[8][5] = { + { 1.000f, 1.000f, 1.000f, 1.000f, 0.000f}, + {-1.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + {-1.000f, -1.000f, 1.000f, 0.500f, 1.000f}, + { 1.000f, -1.000f, 1.000f, 0.500f, 0.000f}, + + { 1.000f, 1.000f, -1.000f, 0.500f, 0.000f}, + {-1.000f, 1.000f, -1.000f, 0.500f, 1.000f}, + {-1.000f, -1.000f, -1.000f, 0.000f, 1.000f}, + { 1.000f, -1.000f, -1.000f, 0.000f, 0.000f} +}; + +rw::uint16 IndexedTriListIndices[36] = { + /* front */ + 0, 1, 3, 1, 2, 3, + /* back */ + 7, 5, 4, 5, 7, 6, + /* left */ + 6, 2, 1, 1, 5, 6, + /* right */ + 0, 3, 4, 4, 3, 7, + /* top */ + 1, 0, 4, 1, 4, 5, + /* bottom */ + 2, 6, 3, 6, 7, 3 +}; + +rw::RWDEVICE::Im3DVertex TriList[36]; +rw::RWDEVICE::Im3DVertex IndexedTriList[8]; + + +void +TriListCreate(void) +{ + for(int i = 0; i < 36; i++){ + TriList[i].setX(TriListData[i][0]); + TriList[i].setY(TriListData[i][1]); + TriList[i].setZ(TriListData[i][2]); + TriList[i].setU(TriListData[i][3]); + TriList[i].setV(TriListData[i][4]); + } +} + +void +TriListSetColor(bool white) +{ + int i; + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidBlue; + rw::RGBA SolidColor3 = SolidGreen; + rw::RGBA SolidColor4 = SolidYellow; + rw::RGBA SolidColor5 = SolidCyan; + rw::RGBA SolidColor6 = SolidPurple; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + SolidColor4 = SolidWhite; + SolidColor5 = SolidWhite; + SolidColor6 = SolidWhite; + } + + for(i = 0; i < 6; i++) + TriList[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(; i < 12; i++) + TriList[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + for(; i < 18; i++) + TriList[i].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); + for(; i < 24; i++) + TriList[i].setColor(SolidColor4.red, SolidColor4.green, + SolidColor4.blue, SolidColor4.alpha); + for(; i < 30; i++) + TriList[i].setColor(SolidColor5.red, SolidColor5.green, + SolidColor5.blue, SolidColor5.alpha); + for(; i < 36; i++) + TriList[i].setColor(SolidColor6.red, SolidColor6.green, + SolidColor6.blue, SolidColor6.alpha); +} + +void +TriListRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(TriList, 36, transform, transformFlags); + rw::im3d::RenderPrimitive(rw::PRIMTYPETRILIST); + rw::im3d::End(); +} + + +void +IndexedTriListCreate(void) +{ + for(int i = 0; i < 8; i++){ + IndexedTriList[i].setX(IndexedTriListData[i][0]); + IndexedTriList[i].setY(IndexedTriListData[i][1]); + IndexedTriList[i].setZ(IndexedTriListData[i][2]); + IndexedTriList[i].setU(IndexedTriListData[i][3]); + IndexedTriList[i].setV(IndexedTriListData[i][4]); + } +} + +void +IndexedTriListSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidYellow; + rw::RGBA SolidColor3 = SolidBlack; + rw::RGBA SolidColor4 = SolidPurple; + rw::RGBA SolidColor5 = SolidGreen; + rw::RGBA SolidColor6 = SolidCyan; + rw::RGBA SolidColor7 = SolidBlue; + rw::RGBA SolidColor8 = SolidWhite; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + SolidColor3 = SolidWhite; + SolidColor4 = SolidWhite; + SolidColor5 = SolidWhite; + SolidColor6 = SolidWhite; + SolidColor7 = SolidWhite; + SolidColor8 = SolidWhite; + } + + IndexedTriList[0].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + IndexedTriList[1].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + IndexedTriList[2].setColor(SolidColor3.red, SolidColor3.green, + SolidColor3.blue, SolidColor3.alpha); + IndexedTriList[3].setColor(SolidColor4.red, SolidColor4.green, + SolidColor4.blue, SolidColor4.alpha); + IndexedTriList[4].setColor(SolidColor5.red, SolidColor5.green, + SolidColor5.blue, SolidColor5.alpha); + IndexedTriList[5].setColor(SolidColor6.red, SolidColor6.green, + SolidColor6.blue, SolidColor6.alpha); + IndexedTriList[6].setColor(SolidColor7.red, SolidColor7.green, + SolidColor7.blue, SolidColor7.alpha); + IndexedTriList[7].setColor(SolidColor8.red, SolidColor8.green, + SolidColor8.blue, SolidColor8.alpha); +} + +void +IndexedTriListRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(IndexedTriList, 8, transform, transformFlags); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, IndexedTriListIndices, 36); + rw::im3d::End(); +} diff --git a/tools/im3d/tristrip.cpp b/tools/im3d/tristrip.cpp new file mode 100644 index 0000000..93c1496 --- /dev/null +++ b/tools/im3d/tristrip.cpp @@ -0,0 +1,169 @@ +#include +#include + +#include "im3d.h" + +float TriStripData[36][5] = { + { 0.000f, 1.000f, -1.000f, 0.000f, 0.000f}, + { 0.000f, 1.000f, 1.000f, 0.000f, 1.000f}, + + { 0.707f, 0.707f, -1.000f, 0.125f, 0.000f}, + { 0.707f, 0.707f, 1.000f, 0.125f, 1.000f}, + + { 1.000f, 0.000f, -1.000f, 0.250f, 0.000f}, + { 1.000f, 0.000f, 1.000f, 0.250f, 1.000f}, + + { 0.707f, -0.707f, -1.000f, 0.375f, 0.000f}, + { 0.707f, -0.707f, 1.000f, 0.375f, 1.000f}, + + { 0.000f, -1.000f, -1.000f, 0.500f, 0.000f}, + { 0.000f, -1.000f, 1.000f, 0.500f, 1.000f}, + + {-0.707f, -0.707f, -1.000f, 0.625f, 0.000f}, + {-0.707f, -0.707f, 1.000f, 0.625f, 1.000f}, + + {-1.000f, -0.000f, -1.000f, 0.750f, 0.000f}, + {-1.000f, -0.000f, 1.000f, 0.750f, 1.000f}, + + {-0.707f, 0.707f, -1.000f, 0.875f, 0.000f}, + {-0.707f, 0.707f, 1.000f, 0.875f, 1.000f}, + + { 0.000f, 1.000f, -1.000f, 1.000f, 0.000f}, + { 0.000f, 1.000f, 1.000f, 1.000f, 1.000f}, + + { 0.000f, 1.000f, 1.000f, 0.000f, 0.000f}, + { 0.000f, 1.000f, -1.000f, 0.000f, 1.000f}, + + { 0.707f, 0.707f, 1.000f, 0.125f, 0.000f}, + { 0.707f, 0.707f, -1.000f, 0.125f, 1.000f}, + + { 1.000f, 0.000f, 1.000f, 0.250f, 0.000f}, + { 1.000f, 0.000f, -1.000f, 0.250f, 1.000f}, + + { 0.707f, -0.707f, 1.000f, 0.375f, 0.000f}, + { 0.707f, -0.707f, -1.000f, 0.375f, 1.000f}, + + { 0.000f, -1.000f, 1.000f, 0.500f, 0.000f}, + { 0.000f, -1.000f, -1.000f, 0.500f, 1.000f}, + + {-0.707f, -0.707f, 1.000f, 0.625f, 0.000f}, + {-0.707f, -0.707f, -1.000f, 0.625f, 1.000f}, + + {-1.000f, -0.000f, 1.000f, 0.750f, 0.000f}, + {-1.000f, -0.000f, -1.000f, 0.750f, 1.000f}, + + {-0.707f, 0.707f, 1.000f, 0.875f, 0.000f}, + {-0.707f, 0.707f, -1.000f, 0.875f, 1.000f}, + + { 0.000f, 1.000f, 1.000f, 1.000f, 0.000f}, + { 0.000f, 1.000f, -1.000f, 1.000f, 1.000f} +}; + +float IndexedTriStripData[16][5] = { + { 0.000f, 1.000f, 1.000f, 0.000f, 0.000f}, + { 0.707f, 0.707f, 1.000f, 0.250f, 0.000f}, + { 1.000f, 0.000f, 1.000f, 0.500f, 0.000f}, + { 0.707f, -0.707f, 1.000f, 0.750f, 0.000f}, + { 0.000f, -1.000f, 1.000f, 1.000f, 0.000f}, + {-0.707f, -0.707f, 1.000f, 0.750f, 0.000f}, + {-1.000f, -0.000f, 1.000f, 0.500f, 0.000f}, + {-0.707f, 0.707f, 1.000f, 0.250f, 0.000f}, + + { 0.000f, 1.000f, -1.000f, 0.000f, 1.000f}, + { 0.707f, 0.707f, -1.000f, 0.250f, 1.000f}, + { 1.000f, 0.000f, -1.000f, 0.500f, 1.000f}, + { 0.707f, -0.707f, -1.000f, 0.750f, 1.000f}, + { 0.000f, -1.000f, -1.000f, 1.000f, 1.000f}, + {-0.707f, -0.707f, -1.000f, 0.750f, 1.000f}, + {-1.000f, -0.000f, -1.000f, 0.500f, 1.000f}, + {-0.707f, 0.707f, -1.000f, 0.250f, 1.000f}, +}; + +rw::uint16 IndexedTriStripIndices[36] = { + 0, 8, 1, 9, 2, 10, 3, 11, 4, 12, 5, 13, 6, 14, 7, 15, 0, 8, + 8, 0, 9, 1, 10, 2, 11, 3, 12, 4, 13, 5, 14, 6, 15, 7, 8, 0 +}; + +rw::RWDEVICE::Im3DVertex TriStrip[36]; +rw::RWDEVICE::Im3DVertex IndexedTriStrip[16]; + + +void +TriStripCreate(void) +{ + for(int i = 0; i < 36; i++){ + TriStrip[i].setX(TriStripData[i][0]); + TriStrip[i].setY(TriStripData[i][1]); + TriStrip[i].setZ(TriStripData[i][2]); + TriStrip[i].setU(TriStripData[i][3]); + TriStrip[i].setV(TriStripData[i][4]); + } +} + +void +TriStripSetColor(bool white) +{ + rw::RGBA SolidColor1 = SolidRed; + rw::RGBA SolidColor2 = SolidYellow; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + for(int i = 0; i < 36; i += 2){ + TriStrip[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + TriStrip[i+1].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); + } +} + +void +TriStripRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(TriStrip, 36, transform, transformFlags); + rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP); + rw::im3d::End(); +} + + +void +IndexedTriStripCreate(void) +{ + for(int i = 0; i < 16; i++){ + IndexedTriStrip[i].setX(IndexedTriStripData[i][0]); + IndexedTriStrip[i].setY(IndexedTriStripData[i][1]); + IndexedTriStrip[i].setZ(IndexedTriStripData[i][2]); + IndexedTriStrip[i].setU(IndexedTriStripData[i][3]); + IndexedTriStrip[i].setV(IndexedTriStripData[i][4]); + } +} + +void +IndexedTriStripSetColor(bool white) +{ + int i; + rw::RGBA SolidColor1 = SolidBlue; + rw::RGBA SolidColor2 = SolidGreen; + + if(white){ + SolidColor1 = SolidWhite; + SolidColor2 = SolidWhite; + } + + for(i = 0; i < 8; i++) + IndexedTriStrip[i].setColor(SolidColor1.red, SolidColor1.green, + SolidColor1.blue, SolidColor1.alpha); + for(; i < 16; i++) + IndexedTriStrip[i].setColor(SolidColor2.red, SolidColor2.green, + SolidColor2.blue, SolidColor2.alpha); +} + +void +IndexedTriStripRender(rw::Matrix *transform, rw::uint32 transformFlags) +{ + rw::im3d::Transform(IndexedTriStrip, 16, transform, transformFlags); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, IndexedTriStripIndices, 36); + rw::im3d::End(); +} diff --git a/tools/imguitest/CMakeLists.txt b/tools/imguitest/CMakeLists.txt new file mode 100644 index 0000000..4f2e31d --- /dev/null +++ b/tools/imguitest/CMakeLists.txt @@ -0,0 +1,17 @@ +add_executable(imguitest WIN32 + main.cpp +) + +target_link_libraries(imguitest + PUBLIC + librw::skeleton + librw::librw +) + +if(LIBRW_INSTALL) + install(TARGETS imguitest + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) +endif() + +librw_platform_target(imguitest INSTALL) diff --git a/tools/imguitest/main.cpp b/tools/imguitest/main.cpp new file mode 100644 index 0000000..749c06f --- /dev/null +++ b/tools/imguitest/main.cpp @@ -0,0 +1,175 @@ +#include +#include +#include + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +struct SceneGlobals { + rw::World *world; + rw::Camera *camera; +} Scene; +rw::EngineOpenParams engineOpenParams; + +void +Init(void) +{ + sk::globals.windowtitle = "ImGui test"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +bool +InitRW(void) +{ +// rw::platform = rw::PLATFORM_D3D8; + if(!sk::InitRW()) + return false; + + Scene.world = rw::World::create(); + + rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT); + ambient->setColor(0.2f, 0.2f, 0.2f); + Scene.world->addLight(ambient); + + rw::V3d xaxis = { 1.0f, 0.0f, 0.0f }; + rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL); + direct->setColor(0.8f, 0.8f, 0.8f); + direct->setFrame(rw::Frame::create()); + direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE); + Scene.world->addLight(direct); + + Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + Scene.world->addCamera(Scene.camera); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + return true; +} + +void +Draw(float timeDelta) +{ + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + rw::RGBA clearcol = rw::makeRGBA(clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255); + Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + Scene.camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(timeDelta); + + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". + { + static float f = 0.0f; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if(ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if(ImGui::Button("Another Window")) + show_another_window ^= 1; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + if(show_another_window){ + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello from another window!"); + ImGui::End(); + } + + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). + if(show_demo_window){ + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); + } + + + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + Scene.camera->endUpdate(); + Scene.camera->showRaster(0); +} + + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + + ImGuiEventHandler(e, param); + + switch(e){ + case INITIALIZE: + Init(); + return EVENTPROCESSED; + case RWINITIALIZE: + return ::InitRW() ? EVENTPROCESSED : EVENTERROR; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + // TODO: set aspect ratio + if(Scene.camera) + sk::CameraSize(Scene.camera, r); + break; + case IDLE: + Draw(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/lights/CMakeLists.txt b/tools/lights/CMakeLists.txt new file mode 100644 index 0000000..c51a2e3 --- /dev/null +++ b/tools/lights/CMakeLists.txt @@ -0,0 +1,18 @@ +add_executable(lights WIN32 + main.cpp + lights.cpp +) + +target_link_libraries(lights + PRIVATE + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET lights POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_if_different "${CMAKE_CURRENT_SOURCE_DIR}/checker.dff" "$" +) + +librw_platform_target(lights) diff --git a/tools/lights/checker.dff b/tools/lights/checker.dff new file mode 100644 index 0000000..f955e8c Binary files /dev/null and b/tools/lights/checker.dff differ diff --git a/tools/lights/lights.cpp b/tools/lights/lights.cpp new file mode 100644 index 0000000..345df9f --- /dev/null +++ b/tools/lights/lights.cpp @@ -0,0 +1,463 @@ +#include +#include + +#include "main.h" + +rw::Light *BaseAmbientLight; +bool BaseAmbientLightOn; + +rw::Light *CurrentLight; +rw::Light *AmbientLight; +rw::Light *PointLight; +rw::Light *DirectLight; +rw::Light *SpotLight; +rw::Light *SpotSoftLight; + +float LightRadius = 100.0f; +float LightConeAngle = 45.0f; +rw::RGBAf LightColor = { 1.0f, 1.0f, 1.0f, 1.0f }; + +rw::RGBA LightSolidColor = { 255, 255, 0, 255 }; +bool LightOn = true; +bool LightDrawOn = true; +rw::V3d LightPos = {0.0f, 0.0f, 75.0f}; +rw::int32 LightTypeIndex = 1; + +rw::BBox RoomBBox; + +rw::Light* +CreateBaseAmbientLight(void) +{ + rw::Light *light = rw::Light::create(rw::Light::AMBIENT); + assert(light); + light->setColor(0.5f, 0.5f, 0.5f); + return light; +} + +rw::Light* +CreateAmbientLight(void) +{ + return rw::Light::create(rw::Light::AMBIENT); +} + +rw::Light* +CreateDirectLight(void) +{ + rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL); + assert(light); + rw::Frame *frame = rw::Frame::create(); + assert(frame); + frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE); + rw::V3d pos = LightPos; + frame->translate(&pos, rw::COMBINEPOSTCONCAT); + light->setFrame(frame); + return light; +} + +rw::Light* +CreatePointLight(void) +{ + rw::Light *light = rw::Light::create(rw::Light::POINT); + assert(light); + light->radius = LightRadius; + rw::Frame *frame = rw::Frame::create(); + assert(frame); + rw::V3d pos = LightPos; + frame->translate(&pos, rw::COMBINEREPLACE); + light->setFrame(frame); + return light; +} + +rw::Light* +CreateSpotLight(void) +{ + rw::Light *light = rw::Light::create(rw::Light::SPOT); + assert(light); + light->radius = LightRadius; + light->setAngle(LightConeAngle/180.0f*M_PI); + rw::Frame *frame = rw::Frame::create(); + assert(frame); + frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE); + rw::V3d pos = LightPos; + frame->translate(&pos, rw::COMBINEPOSTCONCAT); + light->setFrame(frame); + return light; +} + +rw::Light* +CreateSpotSoftLight(void) +{ + rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT); + assert(light); + light->radius = LightRadius; + light->setAngle(LightConeAngle/180.0f*M_PI); + rw::Frame *frame = rw::Frame::create(); + assert(frame); + frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE); + rw::V3d pos = LightPos; + frame->translate(&pos, rw::COMBINEPOSTCONCAT); + light->setFrame(frame); + return light; +} + +void +DestroyLight(rw::Light **light) +{ + if(*light == nil) + return; + rw::World *world = (*light)->world; + if(world) + world->removeLight(*light); + rw::Frame *frame = (*light)->getFrame(); + if(frame){ + (*light)->setFrame(nil); + frame->destroy(); + } + + (*light)->destroy(); + *light = nil; +} + +void +LightsDestroy(void) +{ + DestroyLight(&SpotSoftLight); + DestroyLight(&SpotLight); + DestroyLight(&PointLight); + DestroyLight(&DirectLight); + DestroyLight(&AmbientLight); + DestroyLight(&BaseAmbientLight); +} + +void +LightsUpdate(void) +{ + static rw::int32 oldLightTypeIndex = -1; + + // Switch to a different light + if((LightOn && oldLightTypeIndex != LightTypeIndex) || CurrentLight == nil){ + oldLightTypeIndex = LightTypeIndex; + + // remove first + if(CurrentLight) + CurrentLight->world->removeLight(CurrentLight); + + switch(LightTypeIndex){ + case 0: CurrentLight = AmbientLight; break; + case 1: CurrentLight = PointLight; break; + case 2: CurrentLight = DirectLight; break; + case 3: CurrentLight = SpotLight; break; + case 4: CurrentLight = SpotSoftLight; break; + } + World->addLight(CurrentLight); + } + + if(CurrentLight){ + CurrentLight->setColor(LightColor.red, LightColor.green, LightColor.blue); + CurrentLight->radius = LightRadius; + CurrentLight->setAngle(LightConeAngle / 180.0f * M_PI); + } + + // Remove light from world if not used + if(!LightOn && CurrentLight){ + CurrentLight->world->removeLight(CurrentLight); + CurrentLight = nil; + } +} + +#define POINT_LIGHT_RADIUS_FACTOR 0.05f + +void +DrawPointLight(void) +{ + enum { NUMVERTS = 50 }; + rw::RWDEVICE::Im3DVertex shape[NUMVERTS]; + rw::int32 i; + rw::V3d point; + + rw::V3d *pos = &CurrentLight->getFrame()->getLTM()->pos; + for(i = 0; i < NUMVERTS; i++){ + point.x = pos->x + + cosf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR; + point.y = pos->y + + sinf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR; + point.z = pos->z; + + shape[i].setColor(LightSolidColor.red, LightSolidColor.green, + LightSolidColor.blue, LightSolidColor.alpha); + shape[i].setX(point.x); + shape[i].setY(point.y); + shape[i].setZ(point.z); + } + + rw::im3d::Transform(shape, NUMVERTS, nil, rw::im3d::ALLOPAQUE); + rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE); + rw::im3d::RenderLine(NUMVERTS-1, 0); + rw::im3d::End(); +} + +void +DrawCone(float coneAngle, float coneSize, float coneRatio) +{ + enum { NUMVERTS = 10 }; + rw::RWDEVICE::Im3DVertex shape[NUMVERTS+1]; + rw::int16 indices[NUMVERTS*3]; + rw::int32 i; + + rw::Matrix *matrix = CurrentLight->getFrame()->getLTM(); + rw::V3d *pos = &matrix->pos; + + // cone + for(i = 1; i < NUMVERTS+1; i++){ + float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI) * + sinf(coneAngle/180.0f*M_PI); + float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI) * + sinf(coneAngle/180.0f*M_PI); + + float coneAngleD = cosf(coneAngle/180.0f*M_PI); + + rw::V3d up = rw::scale(matrix->up, sinValue*coneSize); + rw::V3d right = rw::scale(matrix->right, cosValue*coneSize); + rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio); + + shape[i].setX(pos->x + at.x + up.x + right.x); + shape[i].setY(pos->y + at.y + up.y + right.y); + shape[i].setZ(pos->z + at.z + up.z + right.z); + } + + for(i = 0; i < NUMVERTS; i++){ + indices[i*3 + 0] = 0; + indices[i*3 + 1] = i+2; + indices[i*3 + 2] = i+1; + } + indices[NUMVERTS*3-2] = 1; + + for(i = 0; i < NUMVERTS+1; i++) + shape[i].setColor(LightSolidColor.red, LightSolidColor.green, + LightSolidColor.blue, 128); + + shape[0].setX(pos->x); + shape[0].setY(pos->y); + shape[0].setZ(pos->z); + + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); + + rw::im3d::Transform(shape, NUMVERTS+1, nil, 0); + rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN); + rw::im3d::RenderTriangle(0, NUMVERTS, 1); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3); + rw::im3d::End(); + + + for(i = 0; i < NUMVERTS+1; i++) + shape[i].setColor(LightSolidColor.red, LightSolidColor.green, + LightSolidColor.blue, 255); + + float coneAngleD = cosf(coneAngle/180.0f*M_PI); + rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio); + shape[0].setX(pos->x + at.x); + shape[0].setY(pos->y + at.y); + shape[0].setZ(pos->z + at.z); + + rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE); + if(coneRatio > 0.0f){ + rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN); + rw::im3d::RenderTriangle(0, NUMVERTS, 1); + }else + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, indices, NUMVERTS*3); + rw::im3d::End(); + + + // lines + at = rw::scale(matrix->at, -0.05f); + shape[0].setX(pos->x + at.x); + shape[0].setY(pos->y + at.y); + shape[0].setZ(pos->z + at.z); + rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, indices, NUMVERTS*3); + rw::im3d::End(); +} + +void +DrawDirectLight(void) +{ + enum { NUMVERTS = 20 }; + const float DIAMETER = 1.5f; + const float CONE_ANGLE = 45.0f; + const float CONE_SIZE = 3.0f; + const float LENGTH = 5.0f; + rw::RWDEVICE::Im3DVertex shape[NUMVERTS*2+1]; + rw::int16 indices[NUMVERTS*3]; + rw::int32 i; + + rw::Matrix *matrix = CurrentLight->getFrame()->getLTM(); + rw::V3d *pos = &matrix->pos; + + // cylinder + for(i = 0; i < NUMVERTS*2; i += 2){ + float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI); + float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI); + + rw::V3d up = rw::scale(matrix->up, sinValue*DIAMETER); + rw::V3d right = rw::scale(matrix->right, cosValue*DIAMETER); + rw::V3d at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f)); + + shape[i].setX(pos->x + at.x + up.x + right.x); + shape[i].setY(pos->y + at.y + up.y + right.y); + shape[i].setZ(pos->z + at.z + up.z + right.z); + + + at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE)); + + shape[i+1].setX(pos->x + at.x + up.x + right.x); + shape[i+1].setY(pos->y + at.y + up.y + right.y); + shape[i+1].setZ(pos->z + at.z + up.z + right.z); + } + + for(i = 0; i < NUMVERTS*2+1; i++) + shape[i].setColor(LightSolidColor.red, LightSolidColor.green, + LightSolidColor.blue, 128); + + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); + + rw::im3d::Transform(shape, NUMVERTS*2, nil, 0); + rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP); + rw::im3d::RenderTriangle(2*NUMVERTS-2, 2*NUMVERTS-1, 0); + rw::im3d::RenderTriangle(2*NUMVERTS-1, 1, 0); + rw::im3d::End(); + + + // bottom cap + for(i = 0; i < NUMVERTS*2+1; i++) + shape[i].setColor(LightSolidColor.red, LightSolidColor.green, + LightSolidColor.blue, 255); + + rw::V3d at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE)); + shape[NUMVERTS*2].setX(pos->x + at.x); + shape[NUMVERTS*2].setY(pos->y + at.y); + shape[NUMVERTS*2].setZ(pos->z + at.z); + + for(i = 0; i < NUMVERTS; i++){ + indices[i*3+0] = NUMVERTS*2; + indices[i*3+1] = (i+1)*2 + 1; + indices[i*3+2] = i*2 + 1; + } + indices[NUMVERTS*3-2] = 1; + + rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3); + rw::im3d::End(); + + + // top cap + at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f)); + shape[NUMVERTS*2].setX(pos->x + at.x); + shape[NUMVERTS*2].setY(pos->y + at.y); + shape[NUMVERTS*2].setZ(pos->z + at.z); + + for(i = 0; i < NUMVERTS; i++){ + indices[i*3+0] = NUMVERTS*2; + indices[i*3+1] = i*2; + indices[i*3+2] = (i+1)*2; + } + + rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3); + rw::im3d::End(); + + + // cone + DrawCone(CONE_ANGLE, CONE_SIZE, -2.0f); +} + +void +DrawCurrentLight(void) +{ + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::CULLMODE, rw::CULLBACK); + rw::SetRenderState(rw::ZTESTENABLE, 1); + + switch(LightTypeIndex){ + case 1: DrawPointLight(); break; + case 2: DrawDirectLight(); break; + case 3: + case 4: DrawCone(LightConeAngle, LightRadius*POINT_LIGHT_RADIUS_FACTOR, 1.0f); break; + } +} + + + +void +LightRotate(float xAngle, float yAngle) +{ + if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == PointLight) + return; + + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::Frame *lightFrame = CurrentLight->getFrame(); + rw::V3d pos = lightFrame->matrix.pos; + + pos = rw::scale(pos, -1.0f); + lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + lightFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT); + lightFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT); + + pos = rw::scale(pos, -1.0f); + lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT); +} + +void +ClampPosition(rw::V3d *pos, rw::V3d *delta, rw::BBox *bbox) +{ + if(pos->x + delta->x < bbox->inf.x) + delta->x = bbox->inf.x - pos->x; + else if(pos->x + delta->x > bbox->sup.x) + delta->x = bbox->sup.x - pos->x; + + if(pos->y + delta->y < bbox->inf.y) + delta->y = bbox->inf.y - pos->y; + else if(pos->y + delta->y > bbox->sup.y) + delta->y = bbox->sup.y - pos->y; + + if(pos->z + delta->z < bbox->inf.z) + delta->z = bbox->inf.z - pos->z; + else if(pos->z + delta->z > bbox->sup.z) + delta->z = bbox->sup.z - pos->z; +} + +void +LightTranslateXY(float xDelta, float yDelta) +{ + if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight) + return; + + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::Frame *lightFrame = CurrentLight->getFrame(); + rw::V3d right = rw::scale(cameraMatrix->right, xDelta); + rw::V3d up = rw::scale(cameraMatrix->up, yDelta); + rw::V3d delta = rw::add(right, up); + + ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox); + + lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT); +} + +void +LightTranslateZ(float zDelta) +{ + if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight) + return; + + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::Frame *lightFrame = CurrentLight->getFrame(); + rw::V3d delta = rw::scale(cameraMatrix->at, zDelta); + + ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox); + + lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT); +} diff --git a/tools/lights/lights.h b/tools/lights/lights.h new file mode 100644 index 0000000..5400a61 --- /dev/null +++ b/tools/lights/lights.h @@ -0,0 +1,37 @@ + + +extern rw::Light *BaseAmbientLight; +extern bool BaseAmbientLightOn; + +extern rw::Light *CurrentLight; +extern rw::Light *AmbientLight; +extern rw::Light *PointLight; +extern rw::Light *DirectLight; +extern rw::Light *SpotLight; +extern rw::Light *SpotSoftLight; + +extern float LightRadius; +extern float LightConeAngle; +extern rw::RGBAf LightColor; + +extern bool LightOn; +extern bool LightDrawOn; +extern rw::V3d LightPos; +extern rw::int32 LightTypeIndex; + +extern rw::BBox RoomBBox; + +rw::Light *CreateBaseAmbientLight(void); +rw::Light *CreateAmbientLight(void); +rw::Light *CreateDirectLight(void); +rw::Light *CreatePointLight(void); +rw::Light *CreateSpotLight(void); +rw::Light *CreateSpotSoftLight(void); + +void LightsDestroy(void); +void LightsUpdate(void); +void DrawCurrentLight(void); + +void LightRotate(float xAngle, float yAngle); +void LightTranslateXY(float xDelta, float yDelta); +void LightTranslateZ(float zDelta); diff --git a/tools/lights/main.cpp b/tools/lights/main.cpp new file mode 100644 index 0000000..3589d05 --- /dev/null +++ b/tools/lights/main.cpp @@ -0,0 +1,396 @@ +#include +#include +#include + +#include "main.h" +#include "lights.h" + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +rw::EngineOpenParams engineOpenParams; +float FOV = 70.0f; + +rw::RGBA ForegroundColor = { 200, 200, 200, 255 }; +rw::RGBA BackgroundColor = { 64, 64, 64, 0 }; + +rw::World *World; +rw::Camera *Camera; + +rw::V3d Xaxis = { 1.0f, 0.0, 0.0f }; +rw::V3d Yaxis = { 0.0f, 1.0, 0.0f }; +rw::V3d Zaxis = { 0.0f, 0.0, 1.0f }; + +rw::World* +CreateWorld(void) +{ + rw::BBox bb; + + bb.inf.x = bb.inf.y = bb.inf.z = -100.0f; + bb.sup.x = bb.sup.y = bb.sup.z = 100.0f; + + return rw::World::create(&bb); +} + +rw::Camera* +CreateCamera(rw::World *world) +{ + rw::Camera *camera; + camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + assert(camera); + camera->setNearPlane(0.1f); + camera->setFarPlane(300.0f); + camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height); + world->addCamera(camera); + return camera; +} + +bool +CreateTestScene(rw::World *world) +{ + rw::Clump *clump; + rw::StreamFile in; + const char *filename = "checker.dff"; + if(in.open(filename, "rb") == NULL){ + printf("couldn't open file\n"); + return false; + } + if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL)) + return false; + clump = rw::Clump::streamRead(&in); + in.close(); + if(clump == nil) + return false; + + rw::Clump *clone; + rw::Frame *clumpFrame; + rw::V3d pos; + float zOffset = 75.0f; + + // Bottom panel + clumpFrame = clump->getFrame(); + clumpFrame->rotate(&Xaxis, 90.0f, rw::COMBINEREPLACE); + + pos.x = 0.0f; + pos.y = -25.0f; + pos.z = zOffset; + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // only need to add once + world->addClump(clump); + + // Top panel + clone = clump->clone(); + clumpFrame = clone->getFrame(); + clumpFrame->rotate(&Xaxis, -90.0f, rw::COMBINEREPLACE); + + pos.x = 0.0f; + pos.y = 25.0f; + pos.z = zOffset; + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // Left panel + clone = clump->clone(); + clumpFrame = clone->getFrame(); + clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE); + clumpFrame->rotate(&Yaxis, 90.0f, rw::COMBINEPOSTCONCAT); + + pos.x = 25.0f; + pos.y = 0.0f; + pos.z = zOffset; + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // Right panel + clone = clump->clone(); + clumpFrame = clone->getFrame(); + clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE); + clumpFrame->rotate(&Yaxis, -90.0f, rw::COMBINEPOSTCONCAT); + + pos.x = -25.0f; + pos.y = 0.0f; + pos.z = zOffset; + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // Back panel + clone = clump->clone(); + clumpFrame = clone->getFrame(); + clumpFrame->rotate(&Xaxis, 0.0f, rw::COMBINEREPLACE); + + pos.x = 0.0f; + pos.y = 0.0f; + pos.z = zOffset + 25.0f; + clumpFrame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // BBox + pos.x = 25.0f; + pos.y = 25.0f; + pos.z = zOffset - 25.0f; + RoomBBox.initialize(&pos); + pos.x = -25.0f; + pos.y = -25.0f; + pos.z = zOffset + 25.0f; + RoomBBox.addPoint(&pos); + + return 1; +} + +void +Initialize(void) +{ + sk::globals.windowtitle = "Lights example"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +Initialize3D(void) +{ + if(!sk::InitRW()) + return false; + + World = CreateWorld(); + + BaseAmbientLight = CreateBaseAmbientLight(); + AmbientLight = CreateAmbientLight(); + DirectLight = CreateDirectLight(); + PointLight = CreatePointLight(); + SpotLight = CreateSpotLight(); + SpotSoftLight = CreateSpotSoftLight(); + + Camera = CreateCamera(World); + + CreateTestScene(World); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + return true; +} + +void +Terminate3D(void) +{ + FORLIST(lnk, World->clumps){ + rw::Clump *clump = rw::Clump::fromWorld(lnk); + World->removeClump(clump); + clump->destroy(); + } + + if(Camera){ + World->removeCamera(Camera); + sk::CameraDestroy(Camera); + Camera = nil; + } + + LightsDestroy(); + + if(World){ + World->destroy(); + World = nil; + } + + sk::TerminateRW(); +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +Gui(void) +{ +// ImGui::ShowDemoWindow(nil); + + static bool showLightWindow = true; + ImGui::Begin("Lights", &showLightWindow); + + ImGui::Checkbox("Light", &LightOn); + ImGui::Checkbox("Draw Light", &LightDrawOn); + if(ImGui::Checkbox("Base Ambient", &BaseAmbientLightOn)){ + if(BaseAmbientLightOn){ + if(BaseAmbientLight->world == nil) + World->addLight(BaseAmbientLight); + }else{ + if(BaseAmbientLight->world) + World->removeLight(BaseAmbientLight); + } + } + + ImGui::RadioButton("Ambient Light", &LightTypeIndex, 0); + ImGui::RadioButton("Point Light", &LightTypeIndex, 1); + ImGui::RadioButton("Directional Light", &LightTypeIndex, 2); + ImGui::RadioButton("Spot Light", &LightTypeIndex, 3); + ImGui::RadioButton("Soft Spot Light", &LightTypeIndex, 4); + + ImGui::ColorEdit3("Color", (float*)&LightColor); + float radAngle = LightConeAngle/180.0f*M_PI; + ImGui::SliderAngle("Cone angle", &radAngle, 0.0f, 180.0f); + LightConeAngle = radAngle/M_PI*180.0f; + ImGui::SliderFloat("Radius", &LightRadius, 0.1f, 500.0f); + + ImGui::End(); +} + +void +Render(float timeDelta) +{ + Camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + Camera->beginUpdate(); + + ImGui_ImplRW_NewFrame(timeDelta); + + World->render(); + + if(LightDrawOn && CurrentLight) + DrawCurrentLight(); + + Gui(); + + ImGui::EndFrame(); + ImGui::Render(); + + ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData()); + + Camera->endUpdate(); + Camera->showRaster(0); +} + +void +Idle(float timeDelta) +{ + LightsUpdate(); + + Render(timeDelta); +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +int CtrlDown; + +bool RotateLight; +bool TranslateLightXY; +bool TranslateLightZ; + +void +KeyUp(int key) +{ + switch(key){ + case sk::KEY_LCTRL: + case sk::KEY_RCTRL: + CtrlDown = 0; + break; + } +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_LCTRL: + case sk::KEY_RCTRL: + CtrlDown = 1; + break; + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; + RotateLight = !CtrlDown && !!(MouseButtons&1); + TranslateLightXY = CtrlDown && !!(MouseButtons&1); + TranslateLightZ = CtrlDown && !!(MouseButtons&4); +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; + + if(RotateLight) + LightRotate(-MouseDeltaX, MouseDeltaY); + if(TranslateLightXY) + LightTranslateXY(-MouseDeltaX*0.1f, -MouseDeltaY*0.1f); + if(TranslateLightZ) + LightTranslateZ(-MouseDeltaY*0.1f); +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Initialize(); + return EVENTPROCESSED; + case RWINITIALIZE: + return Initialize3D() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + Terminate3D(); + return EVENTPROCESSED; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + if(::Camera){ + sk::CameraSize(::Camera, r); + ::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height); + } + break; + case IDLE: + Idle(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/lights/main.h b/tools/lights/main.h new file mode 100644 index 0000000..6358f2d --- /dev/null +++ b/tools/lights/main.h @@ -0,0 +1,7 @@ + +extern rw::World *World; +extern rw::Camera *Camera; + +extern rw::V3d Xaxis; +extern rw::V3d Yaxis; +extern rw::V3d Zaxis; diff --git a/tools/playground/CMakeLists.txt b/tools/playground/CMakeLists.txt new file mode 100644 index 0000000..120f7bc --- /dev/null +++ b/tools/playground/CMakeLists.txt @@ -0,0 +1,22 @@ +add_executable(playground WIN32 + camera.cpp + font.cpp + main.cpp + ras_test.cpp + splines.cpp + tl_tests.cpp +) + +target_link_libraries(playground + PRIVATE + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET playground POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/files" "$/files" +) + +librw_platform_target(playground) diff --git a/tools/playground/camera.cpp b/tools/playground/camera.cpp new file mode 100644 index 0000000..cf45f5f --- /dev/null +++ b/tools/playground/camera.cpp @@ -0,0 +1,134 @@ +#include +#include + +#include + +#define PI 3.14159265359f +#include "camera.h" + +using rw::Quat; +using rw::V3d; + +void +Camera::update(void) +{ + if(m_rwcam){ + m_rwcam->setNearPlane(m_near); + m_rwcam->setFarPlane(m_far); + m_rwcam->setFOV(m_fov, m_aspectRatio); + + rw::Frame *f = m_rwcam->getFrame(); + if(f){ + V3d forward = normalize(sub(m_target, m_position)); + V3d left = normalize(cross(m_up, forward)); + V3d nup = cross(forward, left); + f->matrix.right = left; // lol + f->matrix.up = nup; + f->matrix.at = forward; + f->matrix.pos = m_position; + f->matrix.optimize(); + f->updateObjects(); + } + } +} + +void +Camera::setTarget(V3d target) +{ + m_position = sub(m_position, sub(m_target, target)); + m_target = target; +} + +float +Camera::getHeading(void) +{ + V3d dir = sub(m_target, m_position); + float a = atan2(dir.y, dir.x)-PI/2.0f; + return m_localup.z < 0.0f ? a-PI : a; +} + +void +Camera::turn(float yaw, float pitch) +{ + V3d dir = sub(m_target, m_position); + Quat r = Quat::rotation(yaw, rw::makeV3d(0.0f, 0.0f, 1.0f)); + dir = rotate(dir, r); + m_localup = rotate(m_localup, r); + + V3d right = normalize(cross(dir, m_localup)); + r = Quat::rotation(pitch, right); + dir = rotate(dir, r); + m_localup = normalize(cross(right, dir)); + if(m_localup.z >= 0.0) m_up.z = 1.0; + else m_up.z = -1.0f; + + m_target = add(m_position, dir); +} + +void +Camera::orbit(float yaw, float pitch) +{ + V3d dir = sub(m_target, m_position); + Quat r = Quat::rotation(yaw, rw::makeV3d(0.0f, 0.0f, 1.0f)); + dir = rotate(dir, r); + m_localup = rotate(m_localup, r); + + V3d right = normalize(cross(dir, m_localup)); + r = Quat::rotation(-pitch, right); + dir = rotate(dir, r); + m_localup = normalize(cross(right, dir)); + if(m_localup.z >= 0.0) m_up.z = 1.0; + else m_up.z = -1.0f; + + m_position = sub(m_target, dir); +} + +void +Camera::dolly(float dist) +{ + V3d dir = setlength(sub(m_target, m_position), dist); + m_position = add(m_position, dir); + m_target = add(m_target, dir); +} + +void +Camera::zoom(float dist) +{ + V3d dir = sub(m_target, m_position); + float curdist = length(dir); + if(dist >= curdist) + dist = curdist-0.01f; + dir = setlength(dir, dist); + m_position = add(m_position, dir); +} + +void +Camera::pan(float x, float y) +{ + V3d dir = normalize(sub(m_target, m_position)); + V3d right = normalize(cross(dir, m_up)); + V3d localup = normalize(cross(right, dir)); + dir = add(scale(right, x), scale(localup, y)); + m_position = add(m_position, dir); + m_target = add(m_target, dir); +} + +float +Camera::distanceTo(V3d v) +{ + return length(sub(m_position, v)); +} + +Camera::Camera() +{ + m_position.set(0.0f, 6.0f, 0.0f); + m_target.set(0.0f, 0.0f, 0.0f); + m_up.set(0.0f, 0.0f, 1.0f); + m_localup = m_up; + m_fov = 70.0f; + m_aspectRatio = 1.0f; + m_near = 0.1f; + m_far = 100.0f; + m_rwcam = NULL; +} + diff --git a/tools/playground/camera.h b/tools/playground/camera.h new file mode 100644 index 0000000..8a0315d --- /dev/null +++ b/tools/playground/camera.h @@ -0,0 +1,26 @@ +class Camera +{ +public: + rw::Camera *m_rwcam; + rw::V3d m_position; + rw::V3d m_target; + rw::V3d m_up; + rw::V3d m_localup; + + float m_fov, m_aspectRatio; + float m_near, m_far; + + + void setTarget(rw::V3d target); + float getHeading(void); + + void turn(float yaw, float pitch); + void orbit(float yaw, float pitch); + void dolly(float dist); + void zoom(float dist); + void pan(float x, float y); + + void update(void); + float distanceTo(rw::V3d v); + Camera(void); +}; diff --git a/tools/playground/files/Bm437_IBM_BIOS.FON b/tools/playground/files/Bm437_IBM_BIOS.FON new file mode 100644 index 0000000..be2443f Binary files /dev/null and b/tools/playground/files/Bm437_IBM_BIOS.FON differ diff --git a/tools/playground/files/Bm437_IBM_BIOS.tga b/tools/playground/files/Bm437_IBM_BIOS.tga new file mode 100644 index 0000000..50034b4 Binary files /dev/null and b/tools/playground/files/Bm437_IBM_BIOS.tga differ diff --git a/tools/playground/files/Bm437_IBM_VGA8.FON b/tools/playground/files/Bm437_IBM_VGA8.FON new file mode 100644 index 0000000..6ffa09a Binary files /dev/null and b/tools/playground/files/Bm437_IBM_VGA8.FON differ diff --git a/tools/playground/files/Bm437_IBM_VGA8.tga b/tools/playground/files/Bm437_IBM_VGA8.tga new file mode 100644 index 0000000..521fb40 Binary files /dev/null and b/tools/playground/files/Bm437_IBM_VGA8.tga differ diff --git a/tools/playground/files/foobar.tga b/tools/playground/files/foobar.tga new file mode 100644 index 0000000..895bae0 Binary files /dev/null and b/tools/playground/files/foobar.tga differ diff --git a/tools/playground/files/maze.tga b/tools/playground/files/maze.tga new file mode 100644 index 0000000..4714c42 Binary files /dev/null and b/tools/playground/files/maze.tga differ diff --git a/tools/playground/files/teapot.dff b/tools/playground/files/teapot.dff new file mode 100644 index 0000000..7a65176 Binary files /dev/null and b/tools/playground/files/teapot.dff differ diff --git a/tools/playground/font.cpp b/tools/playground/font.cpp new file mode 100644 index 0000000..b001250 --- /dev/null +++ b/tools/playground/font.cpp @@ -0,0 +1,181 @@ +#include +#include + +using namespace rw; + +struct Font +{ + Texture *tex; + int32 glyphwidth, glyphheight; + int32 numglyphs; +}; +Font vga = { nil, 8, 16, 256 }; +Font bios = { nil, 8, 8, 256 }; +Font *curfont = &bios; + +#define NUMCHARS 100 +uint16 indices[NUMCHARS*6]; +RWDEVICE::Im2DVertex vertices[NUMCHARS*4]; +int32 curVert; +int32 curIndex; + +void +printScreen(const char *s, float32 x, float32 y) +{ + char c; + Camera *cam; + RWDEVICE::Im2DVertex *vert; + uint16 *ix; + curVert = 0; + curIndex = 0; + float32 u, v, du, dv; + float recipZ; + + cam = (Camera*)engine->currentCamera; + vert = &vertices[curVert]; + ix = &indices[curIndex]; + du = curfont->glyphwidth/(float32)curfont->tex->raster->width; + dv = curfont->glyphheight/(float32)curfont->tex->raster->height; + recipZ = 1.0f/cam->nearPlane; + while(c = *s){ + if(c >= curfont->numglyphs) + c = 0; + u = (c % 16)*curfont->glyphwidth / (float32)curfont->tex->raster->width; + v = (c / 16)*curfont->glyphheight / (float32)curfont->tex->raster->height; + + vert->setScreenX(x); + vert->setScreenY(y); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u, recipZ); + vert->setV(v, recipZ); + vert++; + + vert->setScreenX(x+curfont->glyphwidth); + vert->setScreenY(y); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u+du, recipZ); + vert->setV(v, recipZ); + vert++; + + vert->setScreenX(x); + vert->setScreenY(y+curfont->glyphheight); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u, recipZ); + vert->setV(v+dv, recipZ); + vert++; + + vert->setScreenX(x+curfont->glyphwidth); + vert->setScreenY(y+curfont->glyphheight); + vert->setScreenZ(rw::im2d::GetNearZ()); + vert->setCameraZ(cam->nearPlane); + vert->setRecipCameraZ(recipZ); + vert->setColor(255, 255, 255, 255); + vert->setU(u+du, recipZ); + vert->setV(v+dv, recipZ); + vert++; + + *ix++ = curVert; + *ix++ = curVert+1; + *ix++ = curVert+2; + *ix++ = curVert+2; + *ix++ = curVert+1; + *ix++ = curVert+3; + + curVert += 4; + curIndex += 6; + x += curfont->glyphwidth+1; + + s++; + } + + rw::SetRenderStatePtr(rw::TEXTURERASTER, curfont->tex->raster); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + + im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, + vertices, curVert, indices, curIndex); + +} + +void +initFont(void) +{ + vga.tex = Texture::read("files/Bm437_IBM_VGA8", ""); + bios.tex = Texture::read("files/Bm437_IBM_BIOS", ""); + +/* + FILE *foo = fopen("font.c", "w"); + assert(foo); + int x, y; + rw::Image *img = rw::readTGA("vga_font.tga"); + assert(img); + for(y = 0; y < img->height; y++){ + for(x = 0; x < img->width; x++) + fprintf(foo, "%d, ", !!img->pixels[y*img->width + x]); + fprintf(foo, "\n"); + } +*/ +} + +/* +#define NUMGLYPHS 256 +#define GLYPHWIDTH 8 +#define GLYPHHEIGHT 16 + + +void +convertFont(void) +{ + FILE *f; + Image *img; + uint8 data[NUMGLYPHS*GLYPHHEIGHT]; + int32 i, x, y; + uint8 *px, *line, *glyph; +// f = fopen("font0.bin", "rb"); + f = fopen("files/Bm437_IBM_VGA8.FON", "rb"); +// f = fopen("files/Bm437_IBM_BIOS.FON", "rb"); + if(f == nil) + return; +fseek(f, 0x65A, 0); + fread(data, 1, NUMGLYPHS*GLYPHHEIGHT, f); + fclose(f); + + img = Image::create(16*GLYPHWIDTH, NUMGLYPHS/16*GLYPHHEIGHT, 32); + img->allocate(); + for(i = 0; i < NUMGLYPHS; i++){ + glyph = &data[i*GLYPHHEIGHT]; + x = (i % 16)*GLYPHWIDTH; + y = (i / 16)*GLYPHHEIGHT; + line = &img->pixels[x*4 + y*img->stride]; + for(y = 0; y < GLYPHHEIGHT; y++){ + px = line; + for(x = 0; x < 8; x++){ + if(*glyph & 1<<(8-x)){ + *px++ = 255; + *px++ = 255; + *px++ = 255; + *px++ = 255; + }else{ + *px++ = 0; + *px++ = 0; + *px++ = 0; + *px++ = 0; + } + } + glyph++; + line += img->stride; + } + } +// writeTGA(img, "files/Bm437_IBM_BIOS.tga"); + writeTGA(img, "files/Bm437_IBM_VGA8.tga"); +} +*/ \ No newline at end of file diff --git a/tools/playground/main.cpp b/tools/playground/main.cpp new file mode 100644 index 0000000..043b3c6 --- /dev/null +++ b/tools/playground/main.cpp @@ -0,0 +1,641 @@ +#include +#include +#include "camera.h" +#include + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +Camera *camera; +struct SceneGlobals { + rw::World *world; + rw::Camera *camera; + rw::Clump *clump; +} Scene; +rw::Texture *tex, *tex2; +rw::Raster *testras; +rw::EngineOpenParams engineOpenParams; + +rw::Texture *frontbuffer; + +bool dosoftras = 0; + +namespace gen { +void tlTest(rw::Clump *clump); +} +void genIm3DTransform(void *vertices, rw::int32 numVertices, rw::Matrix *xform); +void genIm3DRenderIndexed(rw::PrimitiveType prim, void *indices, rw::int32 numIndices); +void genIm3DEnd(void); +void initFont(void); +void printScreen(const char *s, float x, float y); + +void initsplines(void); +void rendersplines(void); + +rw::Charset *testfont; + +//#include + +void +Init(void) +{ +// AllocConsole(); +// freopen("CONIN$", "r", stdin); +// freopen("CONOUT$", "w", stdout); +// freopen("CONOUT$", "w", stderr); + + sk::globals.windowtitle = "Clump viewer"; + sk::globals.width = 640; + sk::globals.height = 448; + sk::globals.quit = 0; +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +dumpUserData(rw::UserDataArray *ar) +{ + int i; + printf("name: %s\n", ar->name); + for(i = 0; i < ar->numElements; i++){ + switch(ar->datatype){ + case rw::USERDATAINT: + printf(" %d\n", ar->getInt(i)); + break; + case rw::USERDATAFLOAT: + printf(" %f\n", ar->getFloat(i)); + break; + case rw::USERDATASTRING: + printf(" %s\n", ar->getString(i)); + break; + } + } +} + +static rw::Frame* +dumpFrameUserDataCB(rw::Frame *f, void*) +{ + using namespace rw; + int32 i; + UserDataArray *ar; + int32 n = UserDataArray::frameGetCount(f); + for(i = 0; i < n; i++){ + ar = UserDataArray::frameGet(f, i); + dumpUserData(ar); + } + f->forAllChildren(dumpFrameUserDataCB, nil); + return f; +} + +void +dumpUserData(rw::Clump *clump) +{ + printf("Frames\n"); + dumpFrameUserDataCB(clump->getFrame(), nil); +} + +static rw::Frame* +getHierCB(rw::Frame *f, void *data) +{ + using namespace rw; + HAnimData *hd = rw::HAnimData::get(f); + if(hd->hierarchy){ + *(HAnimHierarchy**)data = hd->hierarchy; + return nil; + } + f->forAllChildren(getHierCB, data); + return f; +} + +rw::HAnimHierarchy* +getHAnimHierarchyFromClump(rw::Clump *clump) +{ + using namespace rw; + HAnimHierarchy *hier = nil; + getHierCB(clump->getFrame(), &hier); + return hier; +} + +void +setupAtomic(rw::Atomic *atomic) +{ + using namespace rw; + // just remove pipelines that we can't handle for now +// if(atomic->pipeline && atomic->pipeline->platform != rw::platform) + atomic->pipeline = NULL; + + // Attach hierarchy to atomic if we're skinned + HAnimHierarchy *hier = getHAnimHierarchyFromClump(atomic->clump); + if(hier) + Skin::setHierarchy(atomic, hier); +} + +static void +initHierFromFrames(rw::HAnimHierarchy *hier) +{ + using namespace rw; + int32 i; + for(i = 0; i < hier->numNodes; i++){ + if(hier->nodeInfo[i].frame){ + hier->matrices[hier->nodeInfo[i].index] = *hier->nodeInfo[i].frame->getLTM(); + }else + assert(0); + } +} + +void +setupClump(rw::Clump *clump) +{ + using namespace rw; + HAnimHierarchy *hier = getHAnimHierarchyFromClump(clump); + if(hier){ + hier->attach(); + initHierFromFrames(hier); + } + + FORLIST(lnk, clump->atomics){ + rw::Atomic *a = rw::Atomic::fromClump(lnk); + setupAtomic(a); + } +} + +#define MUL(x, y) ((x)*(y)/255) + +int +calcVCfx(int fb, int col, int a, int iter) +{ + int prev = fb; + int col2 = col*2; + if(col2 > 255) col2 = 255; + for(int i = 0; i < iter; i++){ + int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col2), a); + tmp += MUL(prev, col); + tmp += MUL(prev, col); + prev = tmp > 255 ? 255 : tmp; + } + return prev; +} + +int +calcIIIfx(int fb, int col, int a, int iter) +{ + int prev = fb; + for(int i = 0; i < iter; i++){ + int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col), a); + prev = tmp > 255 ? 255 : tmp; + } + return prev; +} + +void +postfxtest(void) +{ + rw::Image *img = rw::Image::create(256, 256, 32); + img->allocate(); + int x, y; + int iter; + static char filename[100]; + for(iter = 0; iter < 10; iter++){ + for(y = 0; y < 256; y++) + for(x = 0; x < 256; x++){ + int res = calcVCfx(y, x, 30, iter); +// int res = calcIIIfx(y, x, 30, iter); + if(0 && res == y){ + img->pixels[y*img->stride + x*img->bpp + 0] = 255; + img->pixels[y*img->stride + x*img->bpp + 1] = 0; + img->pixels[y*img->stride + x*img->bpp + 2] = 0; + }else{ + img->pixels[y*img->stride + x*img->bpp + 0] = res; + img->pixels[y*img->stride + x*img->bpp + 1] = res; + img->pixels[y*img->stride + x*img->bpp + 2] = res; + } + img->pixels[y*img->stride + x*img->bpp + 3] = 255; + } + sprintf(filename, "vcfx_%02d.bmp", iter); +// sprintf(filename, "iiifx_%02d.bmp", iter); + rw::writeBMP(img, filename); + } + exit(0); +} + +bool +InitRW(void) +{ +// rw::platform = rw::PLATFORM_D3D8; + if(!sk::InitRW()) + return false; + + rw::d3d::isP8supported = false; + +// postfxtest(); + + initFont(); + + rw::RGBA foreground = { 255, 255, 0, 255 }; + rw::RGBA background = { 0, 0, 0, 0 }; + rw::Charset::open(); + testfont = rw::Charset::create(&foreground, &background); + assert(testfont); + foreground.blue = 255.0f; + testfont->setColors(&foreground, &background); + + tex = rw::Texture::read("files/maze", nil); + tex2 = rw::Texture::read("files/checkers", nil); + + const char *filename = "files/teapot.dff"; + if(sk::args.argc > 1) + filename = sk::args.argv[1]; + rw::StreamFile in; + if(in.open(filename, "rb") == NULL){ + printf("couldn't open file\n"); + return false; + } + rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL); + Scene.clump = rw::Clump::streamRead(&in); + assert(Scene.clump); + in.close(); + + // TEST - Set texture to the all materials of the clump +// FORLIST(lnk, Scene.clump->atomics){ +// rw::Atomic *a = rw::Atomic::fromClump(lnk); +// for(int i = 0; i < a->geometry->matList.numMaterials; i++) +// a->geometry->matList.materials[i]->setTexture(tex); +// } + + Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE); + + dumpUserData(Scene.clump); + setupClump(Scene.clump); + + Scene.world = rw::World::create(); + + rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT); + ambient->setColor(0.3f, 0.3f, 0.3f); + Scene.world->addLight(ambient); + + rw::V3d xaxis = { 1.0f, 0.0f, 0.0f }; + rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL); + direct->setColor(0.8f, 0.8f, 0.8f); + direct->setFrame(rw::Frame::create()); + direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE); + Scene.world->addLight(direct); + + camera = new Camera; + Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + camera->m_rwcam = Scene.camera; + camera->m_aspectRatio = 640.0f/448.0f; +// camera->m_near = 0.5f; + camera->m_near = 1.5f; + camera->m_far = 450.0f; +// camera->m_far = 15.0f; + camera->m_target.set(0.0f, 0.0f, 0.0f); + camera->m_position.set(0.0f, -10.0f, 0.0f); +// camera->setPosition(Vec3(0.0f, 5.0f, 0.0f)); +// camera->setPosition(Vec3(0.0f, -70.0f, 0.0f)); +// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f)); + camera->update(); + + Scene.world->addCamera(camera->m_rwcam); + + initsplines(); + + return true; +} + +void +im2dtest(void) +{ + using namespace rw::RWDEVICE; + int i; + static struct + { + float x, y; + rw::uint8 r, g, b, a; + float u, v; + } vs[4] = { + { 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 0.0f }, + { 640.0f, 0.0f, 0, 255, 0, 128, 1.0f, 0.0f }, + { 0.0f, 448.0f, 0, 0, 255, 128, 0.0f, 1.0f }, + { 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 1.0f }, +/* + { 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 1.0f }, + { 640.0f, 0.0f, 0, 255, 0, 128, 0.0f, 0.0f }, + { 0.0f, 448.0f, 0, 0, 255, 128, 1.0f, 1.0f }, + { 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 0.0f }, +*/ + }; + Im2DVertex verts[4]; + static short indices[] = { + 0, 1, 2, 3 + }; + + float recipZ = 1.0f/Scene.camera->nearPlane; + for(i = 0; i < 4; i++){ + verts[i].setScreenX(vs[i].x); + verts[i].setScreenY(vs[i].y); + verts[i].setScreenZ(rw::im2d::GetNearZ()); + verts[i].setCameraZ(Scene.camera->nearPlane); + verts[i].setRecipCameraZ(recipZ); + verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a); + if(dosoftras) + verts[i].setColor(255, 255, 255, 255); + verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ); + verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ); + } + + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); + if(dosoftras) + rw::SetRenderStatePtr(rw::TEXTURERASTER, testras); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, + &verts, 4, &indices, 4); +} + +void +im2dtest2(void) +{ + using namespace rw::RWDEVICE; + int i; + rw::Camera *cam = Scene.camera; + float n = cam->nearPlane; + float f = cam->farPlane; + float mid = (n+f)/4.0f; + struct + { + float x, y, z; + rw::uint8 r, g, b, a; + float u, v; + } vs[4] = { + { 0.5f, 0.5f, n, 255, 255, 255, 255, 0.0f, 0.0f }, + { 0.5f, 0.5f, mid, 255, 255, 255, 255, 1.0f, 0.0f }, + { 0.5f, -0.5f, n, 255, 255, 255, 255, 0.0f, 1.0f }, + { 0.5f, -0.5f, mid, 255, 255, 255, 255, 1.0f, 1.0f }, + }; + Im2DVertex verts[4]; + static short indices[] = { + 0, 1, 2, 3 + }; + + for(i = 0; i < 4; i++){ + float recipZ = 1.0f/vs[i].z; + verts[i].setScreenX((vs[i].x*recipZ + 0.5f) * 640.0f); + verts[i].setScreenY((vs[i].y*recipZ + 0.5f) * 448.0f); + verts[i].setScreenZ(recipZ * cam->zScale + cam->zShift); +// verts[i].setCameraZ(vs[i].z); + verts[i].setRecipCameraZ(recipZ); + verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a); + if(dosoftras) + verts[i].setColor(255, 255, 255, 255); + verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ); + verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ); + } + + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, + &verts, 4, &indices, 4); +} + +void +im3dtest(void) +{ + using namespace rw::RWDEVICE; + int i; + static struct + { + float x, y, z; + rw::uint8 r, g, b, a; + float u, v; + } vs[8] = { + { -1.0f, -1.0f, -1.0f, 255, 0, 0, 128, 0.0f, 0.0f }, + { -1.0f, 1.0f, -1.0f, 0, 255, 0, 128, 0.0f, 1.0f }, + { 1.0f, -1.0f, -1.0f, 0, 0, 255, 128, 1.0f, 0.0f }, + { 1.0f, 1.0f, -1.0f, 255, 0, 255, 128, 1.0f, 1.0f }, + + { -1.0f, -1.0f, 1.0f, 255, 0, 0, 128, 0.0f, 0.0f }, + { -1.0f, 1.0f, 1.0f, 0, 255, 0, 128, 0.0f, 1.0f }, + { 1.0f, -1.0f, 1.0f, 0, 0, 255, 128, 1.0f, 0.0f }, + { 1.0f, 1.0f, 1.0f, 255, 0, 255, 128, 1.0f, 1.0f }, + }; + Im3DVertex verts[8]; + static short indices[2*6] = { + 0, 1, 2, 2, 1, 3, + 4, 5, 6, 6, 5, 7 + }; + + for(i = 0; i < 8; i++){ + verts[i].setX(vs[i].x); + verts[i].setY(vs[i].y); + verts[i].setZ(vs[i].z); + verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a); + verts[i].setU(vs[i].u); + verts[i].setV(vs[i].v); + } + + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); +// rw::SetRenderStatePtr(rw::TEXTURERASTER, testfont->raster); +// rw::SetRenderStatePtr(rw::TEXTURERASTER, frontbuffer->raster); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + +/* + genIm3DTransform(verts, 8, nil); + genIm3DRenderIndexed(rw::PRIMTYPETRILIST, indices, 12); + genIm3DEnd(); +*/ + rw::im3d::Transform(verts, 8, nil, rw::im3d::EVERYTHING); + rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, 12); + rw::im3d::End(); +} + +void +getFrontBuffer(void) +{ + rw::Raster *fb = Scene.camera->frameBuffer; + + if(frontbuffer == nil || fb->width > frontbuffer->raster->width || fb->height > frontbuffer->raster->height){ + int w, h; + for(w = 1; w < fb->width; w <<= 1); + for(h = 1; h < fb->height; h <<= 1); + rw::Raster *ras = rw::Raster::create(w, h, fb->depth, rw::Raster::CAMERATEXTURE); + if(frontbuffer){ + frontbuffer->raster->destroy(); + frontbuffer->raster = ras; + }else + frontbuffer = rw::Texture::create(ras); + printf("created FB with %d %d %d\n", ras->width, ras->height, ras->depth); + } + + rw::Raster::pushContext(frontbuffer->raster); + fb->renderFast(0, 0); + rw::Raster::popContext(); +} + +void +Draw(float timeDelta) +{ + getFrontBuffer(); + + rw::SetRenderState(rw::FOGCOLOR, 0xFF0000FF); +// rw::SetRenderState(rw::FOGENABLE, 1); + camera->m_rwcam->fogPlane = camera->m_rwcam->nearPlane; + + static rw::RGBA clearcol = { 161, 161, 161, 0xFF }; + camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + camera->update(); + camera->m_rwcam->beginUpdate(); + +extern void beginSoftras(void); + beginSoftras(); + +// gen::tlTest(Scene.clump); +void drawtest(void); +// drawtest(); + +extern void endSoftras(void); + if(dosoftras){ + endSoftras(); + } + //im2dtest(); + //im2dtest2(); + +// Scene.clump->render(); +// im3dtest(); +// printScreen("Hello, World!", 10, 10); + +// testfont->print("foo ABC", 200, 200, true); + + rendersplines(); + + camera->m_rwcam->endUpdate(); + + camera->m_rwcam->showRaster(0); +} + + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case 'W': + camera->orbit(0.0f, 0.1f); + break; + case 'S': + camera->orbit(0.0f, -0.1f); + break; + case 'A': + camera->orbit(-0.1f, 0.0f); + break; + case 'D': + camera->orbit(0.1f, 0.0f); + break; + case sk::KEY_UP: + camera->turn(0.0f, 0.1f); + break; + case sk::KEY_DOWN: + camera->turn(0.0f, -0.1f); + break; + case sk::KEY_LEFT: + camera->turn(0.1f, 0.0f); + break; + case sk::KEY_RIGHT: + camera->turn(-0.1f, 0.0f); + break; + case 'R': + camera->zoom(0.1f); + break; + case 'F': + camera->zoom(-0.1f); + break; + case 'V': + dosoftras = !dosoftras; + break; + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseMove(int x, int y) +{ +} + +void +MouseButton(int buttons) +{ +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + switch(e){ + case INITIALIZE: + Init(); + return EVENTPROCESSED; + case RWINITIALIZE: + return ::InitRW() ? EVENTPROCESSED : EVENTERROR; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + ms = (MouseState*)param; + MouseButton(ms->buttons); + return EVENTPROCESSED; + case MOUSEMOVE: + ms = (MouseState*)param; + MouseMove(ms->posx, ms->posy); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + if(camera) + camera->m_aspectRatio = (float)r->w/r->h; + if(Scene.camera) + sk::CameraSize(Scene.camera, r); + break; + case IDLE: + Draw(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/playground/ras_test.cpp b/tools/playground/ras_test.cpp new file mode 100644 index 0000000..185fdec --- /dev/null +++ b/tools/playground/ras_test.cpp @@ -0,0 +1,902 @@ +#include +#include + +namespace rs { + +typedef int8_t i8; +typedef uint8_t u8; +typedef int16_t i16; +typedef uint16_t u16; +typedef int32_t i32; +typedef uint32_t u32; +typedef int64_t i64; +typedef uint64_t u64; + +typedef struct Canvas Canvas; +struct Canvas +{ + u8 *fb; + u32 *zbuf; + int w, h; +}; +extern Canvas *canvas; + +typedef struct Texture Texture; +struct Texture +{ + u8 *pixels; + int w, h; + int wrap; +}; + +typedef struct Point3 Point3; +struct Point3 +{ + int x, y, z; +}; + +typedef struct Color Color; +struct Color +{ + u8 r, g, b, a; +}; + +typedef struct Vertex Vertex; +struct Vertex +{ + i32 x, y, z; + float q; // 1/z + u8 r, g, b, a; + u8 f; // fog + float s, t; +}; + +Canvas *makecanvas(int w, int h); +Texture *maketexture(int w, int h); +void putpixel(Canvas *canvas, Point3 p, Color c); +void clearcanvas(Canvas *canvas); +void drawTriangle(Canvas *canvas, Vertex p1, Vertex p2, Vertex p3); + +// not good +void drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c); +void drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c); + +//#define trace(...) printf(__VA_ARGS__) +#define trace(...) + + +int clamp(int x); + + +/* + * Render States + */ +enum TextureWrap { + WRAP_REPEAT, + WRAP_CLAMP, + WRAP_BORDER, +}; + +enum TextureFunction { + TFUNC_MODULATE, + TFUNC_DECAL, + TFUNC_HIGHLIGHT, + TFUNC_HIGHLIGHT2, +}; + +enum AlphaTestFunc { + ALPHATEST_NEVER, + ALPHATEST_ALWAYS, + ALPHATEST_LESS, + ALPHATEST_LEQUAL, + ALPHATEST_EQUAL, + ALPHATEST_GEQUAL, + ALPHATEST_GREATER, + ALPHATEST_NOTEQUAL, +}; + +enum AlphaTestFail { + ALPHAFAIL_KEEP, + ALPHAFAIL_FB_ONLY, + ALPHAFAIL_ZB_ONLY, +}; + +enum DepthTestFunc { + DEPTHTEST_NEVER, + DEPTHTEST_ALWAYS, + DEPTHTEST_GEQUAL, + DEPTHTEST_GREATER, +}; + +// The blend equation is +// out = ((A - B) * C >> 7) + D +// A, B and D select the color, C the alpha value +enum AlphaBlendOp { + ALPHABLEND_SRC, + ALPHABLEND_DST, + ALPHABLEND_ZERO, + ALPHABLEND_FIX = ALPHABLEND_ZERO, +}; + +extern int srScissorX0, srScissorX1; +extern int srScissorY0, srScissorY1; +extern int srDepthTestEnable; +extern int srDepthTestFunction; +extern int srWriteZ; +extern int srAlphaTestEnable; +extern int srAlphaTestFunction; +extern int srAlphaTestReference; +extern int srAlphaTestFail; +extern int srAlphaBlendEnable; +extern int srAlphaBlendA; +extern int srAlphaBlendB; +extern int srAlphaBlendC; +extern int srAlphaBlendD; +extern int srAlphaBlendFix; +extern int srTexEnable; +extern Texture *srTexture; +extern int srWrapU; +extern int srWrapV; +extern Color srBorder; +extern int srTexUseAlpha; +extern int srTexFunc; +extern int srFogEnable; +extern Color srFogCol; + + + +// end header + + + + +#define CEIL(p) (((p)+15) >> 4) + +// render states +int srScissorX0, srScissorX1; +int srScissorY0, srScissorY1; +int srDepthTestEnable = 1; +int srDepthTestFunction = DEPTHTEST_GEQUAL; +int srWriteZ = 1; +int srAlphaTestEnable = 1; +int srAlphaTestFunction = ALPHATEST_ALWAYS; +int srAlphaTestReference; +int srAlphaTestFail = ALPHAFAIL_FB_ONLY; +int srAlphaBlendEnable = 1; +int srAlphaBlendA = ALPHABLEND_SRC; +int srAlphaBlendB = ALPHABLEND_DST; +int srAlphaBlendC = ALPHABLEND_SRC; +int srAlphaBlendD = ALPHABLEND_DST; +int srAlphaBlendFix = 0x80; +int srTexEnable = 0; +Texture *srTexture; +int srWrapU = WRAP_REPEAT; +int srWrapV = WRAP_REPEAT; +Color srBorder = { 255, 0, 0, 255 }; +int srTexUseAlpha = 1; +int srTexFunc = TFUNC_MODULATE; +int srFogEnable = 0; +Color srFogCol = { 0, 0, 0, 0 }; + +int clamp(int x) { if(x < 0) return 0; if(x > 255) return 255; return x; } + +Canvas* +makecanvas(int w, int h) +{ + Canvas *canv; + canv = (Canvas*)malloc(sizeof(*canv) + w*h*(4+4)); + canv->w = w; + canv->h = h; + canv->fb = ((u8*)canv + sizeof(*canv)); + canv->zbuf = (u32*)(canv->fb + w*h*4); + return canv; +} + +Texture* +maketexture(int w, int h) +{ + Texture *t; + t = (Texture*)malloc(sizeof(*t) + w*h*4); + t->w = w; + t->h = h; + t->pixels = (u8*)t + sizeof(*t); + t->wrap = 0x11; // wrap u and v + return t; +} + +void +clearcanvas(Canvas *canvas) +{ + memset(canvas->fb, 0, canvas->w*canvas->h*4); + memset(canvas->zbuf, 0, canvas->w*canvas->h*4); +} + +void +writefb(Canvas *canvas, int x, int y, Color c) +{ + u8 *px = &canvas->fb[(y*canvas->w + x)*4]; + u32 *z = &canvas->zbuf[y*canvas->w + x]; + + px[3] = c.r; + px[2] = c.g; + px[1] = c.b; + px[0] = c.a; +} + +void +putpixel(Canvas *canvas, Point3 p, Color c) +{ + // scissor test + if(p.x < srScissorX0 || p.x > srScissorX1 || + p.y < srScissorY0 || p.y > srScissorY1) + return; + + u8 *px = &canvas->fb[(p.y*canvas->w + p.x)*4]; + u32 *z = &canvas->zbuf[p.y*canvas->w + p.x]; + + int fbwrite = 1; + int zbwrite = srWriteZ; + + // alpha test + if(srAlphaTestEnable){ + int fail; + switch(srAlphaTestFunction){ + case ALPHATEST_NEVER: + fail = 1; + break; + case ALPHATEST_ALWAYS: + fail = 0; + break; + case ALPHATEST_LESS: + fail = c.a >= srAlphaTestReference; + break; + case ALPHATEST_LEQUAL: + fail = c.a > srAlphaTestReference; + break; + case ALPHATEST_EQUAL: + fail = c.a != srAlphaTestReference; + break; + case ALPHATEST_GEQUAL: + fail = c.a < srAlphaTestReference; + break; + case ALPHATEST_GREATER: + fail = c.a <= srAlphaTestReference; + break; + case ALPHATEST_NOTEQUAL: + fail = c.a == srAlphaTestReference; + break; + } + if(fail){ + switch(srAlphaTestFail){ + case ALPHAFAIL_KEEP: + return; + case ALPHAFAIL_FB_ONLY: + zbwrite = 0; + break; + case ALPHAFAIL_ZB_ONLY: + fbwrite = 0; + } + } + } + + // ztest + if(srDepthTestEnable){ + switch(srDepthTestFunction){ + case DEPTHTEST_NEVER: + return; + case DEPTHTEST_ALWAYS: + break; + case DEPTHTEST_GEQUAL: + if((u32)p.z < *z) + return; + break; + case DEPTHTEST_GREATER: + if((u32)p.z <= *z) + return; + break; + } + } + + Color d = { px[3], px[2], px[1], px[0] }; + + // blend + if(srAlphaBlendEnable){ + int ar, ag, ab; + int br, bg, bb; + int dr, dg, db; + int ca; + switch(srAlphaBlendA){ + case ALPHABLEND_SRC: + ar = c.r; + ag = c.g; + ab = c.b; + break; + case ALPHABLEND_DST: + ar = d.r; + ag = d.g; + ab = d.b; + break; + case ALPHABLEND_ZERO: + ar = 0; + ag = 0; + ab = 0; + break; + default: assert(0); + } + switch(srAlphaBlendB){ + case ALPHABLEND_SRC: + br = c.r; + bg = c.g; + bb = c.b; + break; + case ALPHABLEND_DST: + br = d.r; + bg = d.g; + bb = d.b; + break; + case ALPHABLEND_ZERO: + br = 0; + bg = 0; + bb = 0; + break; + default: assert(0); + } + switch(srAlphaBlendC){ + case ALPHABLEND_SRC: + ca = c.a; + break; + case ALPHABLEND_DST: + ca = d.a; + break; + case ALPHABLEND_FIX: + ca = srAlphaBlendFix; + break; + default: assert(0); + } + switch(srAlphaBlendD){ + case ALPHABLEND_SRC: + dr = c.r; + dg = c.g; + db = c.b; + break; + case ALPHABLEND_DST: + dr = d.r; + dg = d.g; + db = d.b; + break; + case ALPHABLEND_ZERO: + dr = 0; + dg = 0; + db = 0; + break; + default: assert(0); + } + + int r, g, b; + r = ((ar - br) * ca >> 7) + dr; + g = ((ag - bg) * ca >> 7) + dg; + b = ((ab - bb) * ca >> 7) + db; + + c.r = clamp(r); + c.g = clamp(g); + c.b = clamp(b); + } + + if(fbwrite) + writefb(canvas, p.x, p.y, c); + if(zbwrite) + *z = p.z; +} + +Color +sampletex_nearest(int u, int v) +{ + Texture *tex = srTexture; + + const int usize = tex->w; + const int vsize = tex->h; + + int iu = u >> 4; + int iv = v >> 4; + + switch(srWrapU){ + case WRAP_REPEAT: + iu %= usize; + break; + case WRAP_CLAMP: + if(iu < 0) iu = 0; + if(iu >= usize) iu = usize-1; + break; + case WRAP_BORDER: + if(iu < 0 || iu >= usize) + return srBorder; + } + + switch(srWrapV){ + case WRAP_REPEAT: + iv %= vsize; + break; + case WRAP_CLAMP: + if(iv < 0) iv = 0; + if(iv >= vsize) iv = vsize-1; + break; + case WRAP_BORDER: + if(iv < 0 || iv >= vsize) + return srBorder; + } + + u8 *cp = &tex->pixels[(iv*tex->w + iu)*4]; + Color c = { cp[0], cp[1], cp[2], cp[3] }; + return c; +} + +// t is texture, f is fragment +Color +texfunc(Color t, Color f) +{ + int r, g, b, a; + switch(srTexFunc){ + case TFUNC_MODULATE: + r = t.r * f.r >> 7; + g = t.g * f.g >> 7; + b = t.b * f.b >> 7; + a = srTexUseAlpha ? + t.a * f.a >> 7 : + f.a; + break; + case TFUNC_DECAL: + r = t.r; + g = t.g; + b = t.b; + a = srTexUseAlpha ? t.a : f.a; + break; + case TFUNC_HIGHLIGHT: + r = (t.r * f.r >> 7) + f.a; + g = (t.g * f.g >> 7) + f.a; + b = (t.b * f.b >> 7) + f.a; + a = srTexUseAlpha ? + t.a + f.a : + f.a; + break; + case TFUNC_HIGHLIGHT2: + r = (t.r * f.r >> 7) + f.a; + g = (t.g * f.g >> 7) + f.a; + b = (t.b * f.b >> 7) + f.a; + a = srTexUseAlpha ? t.a : f.a; + break; + } + Color v; + v.r = clamp(r); + v.g = clamp(g); + v.b = clamp(b); + v.a = clamp(a); + return v; +} + +Point3 mkpnt(int x, int y, int z) { Point3 p = { x, y, z}; return p; } + +void +drawRect(Canvas *canvas, Point3 p1, Point3 p2, Color c) +{ + int x, y; + for(y = p1.y; y <= p2.y; y++) + for(x = p1.x; x <= p2.x; x++) + putpixel(canvas, mkpnt(x, y, 0), c); +} + +void +drawLine(Canvas *canvas, Point3 p1, Point3 p2, Color c) +{ + int dx, dy; + int incx, incy; + int e; + int x, y; + + dx = abs(p2.x-p1.x); + incx = p2.x > p1.x ? 1 : -1; + dy = abs(p2.y-p1.y); + incy = p2.y > p1.y ? 1 : -1; + e = 0; + if(dx == 0){ + for(y = p1.y; y != p2.y; y += incy) + putpixel(canvas, mkpnt(p1.x, y, 0), c); + }else if(dx > dy){ + y = p1.y; + for(x = p1.x; x != p2.x; x += incx){ + putpixel(canvas, mkpnt(x, y, 0), c); + e += dy; + if(2*e >= dx){ + e -= dx; + y += incy; + } + } + }else{ + x = p1.x; + for(y = p1.y; y != p2.y; y += incy){ + putpixel(canvas, mkpnt(x, y, 0), c); + e += dx; + if(2*e >= dy){ + e -= dy; + x += incx; + } + } + } +} + +/* + attibutes we want to interpolate: + R G B A + U V / S T Q + X Y Z F +*/ + +struct TriAttribs +{ + i64 z; + i32 r, g, b, a; + i32 f; + float s, t; + float q; +}; + +static void +add1(struct TriAttribs *a, struct TriAttribs *b) +{ + a->z += b->z; + a->r += b->r; + a->g += b->g; + a->b += b->b; + a->a += b->a; + a->f += b->f; + a->s += b->s; + a->t += b->t; + a->q += b->q; +} + +static void +sub1(struct TriAttribs *a, struct TriAttribs *b) +{ + a->z -= b->z; + a->r -= b->r; + a->g -= b->g; + a->b -= b->b; + a->a -= b->a; + a->f -= b->f; + a->s -= b->s; + a->t -= b->t; + a->q -= b->q; +} + +static void +guard(struct TriAttribs *a) +{ + if(a->z < 0) a->z = 0; + else if(a->z > 0x3FFFFFFFC000LL) a->z = 0x3FFFFFFFC000LL; + if(a->r < 0) a->r = 0; + else if(a->r > 0xFF000) a->r = 0xFF000; + if(a->g < 0) a->g = 0; + else if(a->g > 0xFF000) a->g = 0xFF000; + if(a->b < 0) a->b = 0; + else if(a->b > 0xFF000) a->b = 0xFF000; + if(a->a < 0) a->a = 0; + else if(a->a > 0xFF000) a->a = 0xFF000; + if(a->f < 0) a->f = 0; + else if(a->f > 0xFF000) a->f = 0xFF000; +} + +struct RasTri +{ + int x, y; + int ymid, yend; + int right; + int e[2], dx[3], dy[3]; + struct TriAttribs gx, gy, v, s; +}; + +static int +triangleSetup(struct RasTri *tri, Vertex v1, Vertex v2, Vertex v3) +{ + int dx1, dx2, dx3; + int dy1, dy2, dy3; + + dy1 = v3.y - v1.y; // long edge + if(dy1 == 0) return 1; + dx1 = v3.x - v1.x; + dx2 = v2.x - v1.x; // first small edge + dy2 = v2.y - v1.y; + dx3 = v3.x - v2.x; // second small edge + dy3 = v3.y - v2.y; + + // this is twice the triangle area + const int area = dx2*dy1 - dx1*dy2; + if(area == 0) return 1; + // figure out if 0 or 1 is the right edge + tri->right = area < 0; + + /* The gradients are to step whole pixels, + * so they are pre-multiplied by 16. */ + + float denom = 16.0f/area; + // gradients x +#define GX(p) ((v2.p - v1.p)*dy1 - (v3.p - v1.p)*dy2) + tri->gx.z = GX(z)*denom * 16384; + tri->gx.r = GX(r)*denom * 4096; + tri->gx.g = GX(g)*denom * 4096; + tri->gx.b = GX(b)*denom * 4096; + tri->gx.a = GX(a)*denom * 4096; + tri->gx.f = GX(f)*denom * 4096; + tri->gx.s = GX(s)*denom; + tri->gx.t = GX(t)*denom; + tri->gx.q = GX(q)*denom; + + // gradients y + denom = -denom; +#define GY(p) ((v2.p - v1.p)*dx1 - (v3.p - v1.p)*dx2) + tri->gy.z = GY(z)*denom * 16384; + tri->gy.r = GY(r)*denom * 4096; + tri->gy.g = GY(g)*denom * 4096; + tri->gy.b = GY(b)*denom * 4096; + tri->gy.a = GY(a)*denom * 4096; + tri->gy.f = GY(f)*denom * 4096; + tri->gy.s = GY(s)*denom; + tri->gy.t = GY(t)*denom; + tri->gy.q = GY(q)*denom; + + tri->ymid = CEIL(v2.y); + tri->yend = CEIL(v3.y); + + tri->y = CEIL(v1.y); + tri->x = CEIL(v1.x); + + tri->dy[0] = dy2<<4; // upper edge + tri->dy[1] = dy1<<4; // lower edge + tri->dy[2] = dy3<<4; // long edge + tri->dx[0] = dx2<<4; + tri->dx[1] = dx1<<4; + tri->dx[2] = dx3<<4; + + // prestep to land on pixel center + + int stepx = v1.x - (tri->x<<4); + int stepy = v1.y - (tri->y<<4); + tri->e[0] = (-stepy*tri->dx[0] + stepx*tri->dy[0]) >> 4; + tri->e[1] = (-stepy*tri->dx[1] + stepx*tri->dy[1]) >> 4; + + // attributes along interpolated edge + // why is this cast needed? (mingw) + tri->v.z = (i64)v1.z*16384 - (stepy*tri->gy.z + stepx*tri->gx.z)/16; + tri->v.r = v1.r*4096 - (stepy*tri->gy.r + stepx*tri->gx.r)/16; + tri->v.g = v1.g*4096 - (stepy*tri->gy.g + stepx*tri->gx.g)/16; + tri->v.b = v1.b*4096 - (stepy*tri->gy.b + stepx*tri->gx.b)/16; + tri->v.a = v1.a*4096 - (stepy*tri->gy.a + stepx*tri->gx.a)/16; + tri->v.f = v1.f*4096 - (stepy*tri->gy.f + stepx*tri->gx.f)/16; + tri->v.s = v1.s - (stepy*tri->gy.s + stepx*tri->gx.s)/16.0f; + tri->v.t = v1.t - (stepy*tri->gy.t + stepx*tri->gx.t)/16.0f; + tri->v.q = v1.q - (stepy*tri->gy.q + stepx*tri->gx.q)/16.0f; + + return 0; +} + +void +drawTriangle(Canvas *canvas, Vertex v1, Vertex v2, Vertex v3) +{ + Color c; + struct RasTri tri; + int stepx, stepy; + + // Sort such that we have from top to bottom v1,v2,v3 + if(v2.y < v1.y){ Vertex tmp = v1; v1 = v2; v2 = tmp; } + if(v3.y < v1.y){ Vertex tmp = v1; v1 = v3; v3 = tmp; } + if(v3.y < v2.y){ Vertex tmp = v2; v2 = v3; v3 = tmp; } + + if(triangleSetup(&tri, v1, v2, v3)) + return; + + // Current scanline start and end + int xn[2] = { tri.x, tri.x }; + int a = !tri.right; // left edge + int b = tri.right; // right edge + + // If upper triangle has no height, only do the lower part + if(tri.dy[0] == 0) + goto secondtri; + while(tri.y < tri.yend){ + /* TODO: is this the righ way to step the edges? */ + + /* Step x and interpolated value down left edge */ + while(tri.e[a] <= -tri.dy[a]){ + xn[a]--; + tri.e[a] += tri.dy[a]; + sub1(&tri.v, &tri.gx); + } + while(tri.e[a] > 0){ + xn[a]++; + tri.e[a] -= tri.dy[a]; + add1(&tri.v, &tri.gx); + } + + /* Step x down right edge */ + while(tri.e[b] <= -tri.dy[b]){ + xn[b]--; + tri.e[b] += tri.dy[b]; + } + while(tri.e[b] > 0){ + xn[b]++; + tri.e[b] -= tri.dy[b]; + } + + // When we reach the mid vertex, change state and jump to start of loop again + // TODO: this is a bit ugly in here...can we fix it? + if(tri.y == tri.ymid){ + secondtri: + tri.dx[0] = tri.dx[2]; + tri.dy[0] = tri.dy[2]; + // Either the while prevents this or we returned early because dy1 == 0 + assert(tri.dy[0] != 0); + stepx = v2.x - (xn[0]<<4); + stepy = v2.y - (tri.y<<4); + tri.e[0] = (-stepy*tri.dx[0] + stepx*tri.dy[0]) >> 4; + + tri.ymid = -1; // so we don't do this again + continue; + } + + /* Rasterize one line */ + tri.s = tri.v; + for(tri.x = xn[a]; tri.x < xn[b]; tri.x++){ + guard(&tri.s); + c.r = tri.s.r >> 12; + c.g = tri.s.g >> 12; + c.b = tri.s.b >> 12; + c.a = tri.s.a >> 12; + if(srTexEnable && srTexture){ + float w = 1.0f/tri.s.q; + float s = tri.s.s * w; + float t = tri.s.t * w; + int u = s * srTexture->w * 16; + int v = t * srTexture->h * 16; + Color texc = sampletex_nearest(u, v); + c = texfunc(texc, c); + } + if(srFogEnable){ + const int f = tri.s.f >> 12; + c.r = (f*c.r >> 8) + ((255 - f)*srFogCol.r >> 8); + c.g = (f*c.g >> 8) + ((255 - f)*srFogCol.g >> 8); + c.b = (f*c.b >> 8) + ((255 - f)*srFogCol.b >> 8); + } + putpixel(canvas, mkpnt(tri.x, tri.y, tri.s.z>>14), c); + add1(&tri.s, &tri.gx); + } + + /* Step in y */ + tri.y++; + tri.e[a] += tri.dx[a]; + tri.e[b] += tri.dx[b]; + add1(&tri.v, &tri.gy); + } +} + +Canvas *canvas; + +} + +using namespace rw; + +void +rastest_renderTriangles(RWDEVICE::Im2DVertex *scrverts, int32 numVerts, uint16 *indices, int32 numTris) +{ + int i; + RGBA col; + rs::Vertex v[3]; + RWDEVICE::Im2DVertex *iv; + + rs::srDepthTestEnable = 1; + rs::srAlphaTestEnable = 0; + rs::srTexEnable = 0; + rs::srAlphaBlendEnable = 0; + + while(numTris--){ + for(i = 0; i < 3; i++){ + iv = &scrverts[indices[i]]; + v[i].x = iv->getScreenX() * 16.0f; + v[i].y = iv->getScreenY() * 16.0f; + v[i].z = 16777216*(1.0f-iv->getScreenZ()); + v[i].q = iv->getRecipCameraZ(); + col = iv->getColor(); + v[i].r = col.red; + v[i].g = col.green; + v[i].b = col.blue; + v[i].a = col.alpha; + v[i].f = 0; + v[i].s = iv->u*iv->getRecipCameraZ(); + v[i].t = iv->v*iv->getRecipCameraZ(); + } + drawTriangle(rs::canvas, v[0], v[1], v[2]); + + indices += 3; + } +} + +extern rw::Raster *testras; + +void +beginSoftras(void) +{ + Camera *cam = (Camera*)engine->currentCamera; + + if(rs::canvas == nil || + cam->frameBuffer->width != rs::canvas->w || + cam->frameBuffer->height != rs::canvas->h){ + rs::canvas = rs::makecanvas(cam->frameBuffer->width, cam->frameBuffer->height); + testras = rw::Raster::create(rs::canvas->w, rs::canvas->h, 32, rw::Raster::C8888); + } + + clearcanvas(rs::canvas); + rs::srScissorX0 = 0; + rs::srScissorX1 = rs::canvas->w-1; + rs::srScissorY0 = 0; + rs::srScissorY1 = rs::canvas->h-1; +} + +void +endSoftras(void) +{ + int i; + uint8 *dst = testras->lock(0, Raster::LOCKWRITE|Raster::LOCKNOFETCH); + if(dst == nil) + return; + uint8 *src = rs::canvas->fb; + for(i = 0; i < rs::canvas->w*rs::canvas->h; i++){ + dst[0] = src[1]; + dst[1] = src[2]; + dst[2] = src[3]; + dst[3] = src[0]; + dst += 4; + src += 4; + } + // abgr in canvas + // bgra in raster + testras->unlock(0); +} + + +/* +typedef struct PixVert PixVert; +struct PixVert +{ + float x, y, z, q; + int r, g, b, a; + float u, v; +}; +#include "test.inc" + +void +drawtest(void) +{ + int i, j; + rs::Vertex v[3]; + + rs::srDepthTestEnable = 1; + rs::srAlphaTestEnable = 0; + rs::srTexEnable = 0; + rs::srAlphaBlendEnable = 0; + + for(i = 0; i < nelem(verts); i += 3){ + for(j = 0; j < 3; j++){ + v[j].x = verts[i+j].x * 16.0f; + v[j].y = verts[i+j].y * 16.0f; + v[j].z = 16777216*(1.0f - verts[i+j].z); + v[j].q = verts[i+j].q; + v[j].r = verts[i+j].r; + v[j].g = verts[i+j].g; + v[j].b = verts[i+j].b; + v[j].a = verts[i+j].a; + v[j].f = 0; + v[j].s = verts[i+j].u*v[j].q; + v[j].t = verts[i+j].v*v[j].q; + } + drawTriangle(rs::canvas, v[0], v[1], v[2]); + } +//exit(0); +} +*/ diff --git a/tools/playground/splines.cpp b/tools/playground/splines.cpp new file mode 100644 index 0000000..00a3f79 --- /dev/null +++ b/tools/playground/splines.cpp @@ -0,0 +1,750 @@ +#include +#include + +#include + +using namespace rw; +using namespace RWDEVICE; + +static Im3DVertex im3dVerts[1024]; +static int numImVerts; +static rw::PrimitiveType imPrim; +static Im3DVertex imVert; + +void +BeginIm3D(rw::PrimitiveType prim) +{ + numImVerts = 0; + imPrim = prim; +} + +void +EndIm3D(void) +{ + rw::im3d::Transform(im3dVerts, numImVerts, nil, rw::im3d::EVERYTHING); + rw::im3d::RenderPrimitive(imPrim); + rw::im3d::End(); +} + +void +AddVertex(const rw::V3d &vert) +{ + if(numImVerts >= 1024){ + EndIm3D(); + switch(imPrim){ + case PRIMTYPEPOLYLINE: + im3dVerts[0] = im3dVerts[numImVerts-1]; + numImVerts = 1; + break; + case PRIMTYPETRISTRIP: + // TODO: winding? + im3dVerts[0] = im3dVerts[numImVerts-2]; + im3dVerts[1] = im3dVerts[numImVerts-1]; + numImVerts = 2; + break; + case PRIMTYPETRIFAN: + im3dVerts[1] = im3dVerts[numImVerts-1]; + numImVerts = 2; + break; + default: + numImVerts = 0; + } + } + + imVert.setX(vert.x); + imVert.setY(vert.y); + imVert.setZ(vert.z); + im3dVerts[numImVerts++] = imVert; +} + +float epsilon = 0.000001; + +class BezierSurf +{ +public: + // hardcoded 4x4 for now + V3d verts[16]; + + void mirrorX(void); + void mirrorY(void); + + V3d eval(float u, float v); + void drawHull(void); + void drawShaded(void); +}; + +class RBCurve +{ +public: + int degree; + std::vector verts; + std::vector weights; // for rational + std::vector knots; + + V3d eval(float u); + void drawHull(void); + void drawSpline(void); +}; + +class RBSurf +{ +public: + int degreeU, degreeV; + int numU, numV; + std::vector verts; + std::vector weights; + std::vector knotsU, knotsV; + + void update(void); + V3d eval(float u, float v); + void drawHull(void); + void drawIsoparms(void); + void drawShaded(void); +}; + +float div0(float a, float b) { return b == 0.0f ? a : a/b; } + +// naive algorithm +float +evalBasis(int i, int d, float u, float knots[]) +{ + if(d == 0){ + if(knots[i] <= u && u < knots[i+1]) + return 1.0f; + return 0.0f; + } + + float b0 = evalBasis(i, d-1, u, knots); + float b1 = evalBasis(i+1, d-1, u, knots); + return b0*div0(u-knots[i], knots[i+d] - knots[i]) + b1*div0(knots[i+d+1]-u, knots[i+d+1] - knots[i+1]); +} + +float +evalBasisFast(int i, int d, float u, float knots[]) +{ + int r, j; + float tmp[10]; + + // degree 0 values + for(j = 0; j < d+1; j++) + tmp[j] = knots[i+j] <= u && u < knots[i+j+1] ? 1.0f : 0.0f; + + // build up from degree zero + for(r = d, d = 1; r > 0; r--, d++){ + for(j = 0; j < r; j++){ + float t1 = div0(u-knots[i+j], knots[i+j + d] - knots[i+j]); + float t2 = div0(knots[i+j + d+1]-u, knots[i+j + d+1] - knots[i+j + 1]); + tmp[j] = tmp[j]*t1 + tmp[j+1]*t2; + } + } + return tmp[0]; +} + +void +BezierSurf::mirrorX(void) +{ + int i; + for(i = 0; i < 16; i++) + verts[i].x = -verts[i].x; +} + +void +BezierSurf::mirrorY(void) +{ + int i; + for(i = 0; i < 16; i++) + verts[i].y = -verts[i].y; +} + +V3d +BezierSurf::eval(float u, float v) +{ + int i, j; + V3d out = { 0.0f, 0.0f, 0.0f }; + float us[4], vs[4]; + float iu = 1.0f-u; + float iv = 1.0f-v; + us[0] = iu*iu*iu; + us[1] = 3.0f*u*iu*iu; + us[2] = 3.0f*u*u*iu; + us[3] = u*u*u; + vs[0] = iv*iv*iv; + vs[1] = 3.0f*v*iv*iv; + vs[2] = 3.0f*v*v*iv; + vs[3] = v*v*v; + for(i = 0; i < 4; i++) + for(j = 0; j < 4; j++) + out = add(out, scale(verts[j+i*4],us[j]*vs[i])); + return out; +} + +void +BezierSurf::drawHull(void) +{ + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(138, 72, 51, 255); +// imVert.setColor(228, 172, 121, 255); + + int iu, iv; + for(iv = 0; iv < 4; iv++){ + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(iu = 0; iu < 4; iu++) + AddVertex(verts[iu + iv*4]); + EndIm3D(); + } + + for(iu = 0; iu < 4; iu++){ + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(iv = 0; iv < 4; iv++) + AddVertex(verts[iu + iv*4]); + EndIm3D(); + } +} + +void +BezierSurf::drawShaded(void) +{ + V3d vert; + int iu, iv; + float u, v; + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(0, 128, 240, 255); + + float endu = 1.0f - epsilon; + float endv = 1.0f - epsilon; + float uinc = (endu-0.0f)/40.0f; + float vinc = (endv-0.0f)/40.0f; + + float vnext; + for(v = 0.0f;; v = vnext){ + if(v > endv) + v = endv; + vnext = v + vinc; + + BeginIm3D(rw::PRIMTYPETRISTRIP); + for(u = 0.0f;; u += uinc){ + if(u > endu) + u = endu; + + AddVertex(eval(u, v)); + AddVertex(eval(u, vnext)); + + if(u >= endu) + break; + } + EndIm3D(); + if(vnext >= endv) + break; + } +} + +V3d +RBCurve::eval(float u) +{ + int i; + V3d vert = { 0.0f, 0.0f, 0.0f }; + float w = 0.0f; + + // Find knots we're interested in + for(i = 0; i < knots.size(); i++) + if(knots[i] <= u && u < knots[i+1]) + break; + int startI = i-degree; + int endI = i+1; + + for(i = startI; i < endI; i++){ + float r = evalBasisFast(i, degree, u, &knots[0]); + w += weights[i]*r; + vert = add(vert, scale(verts[i], weights[i]*r)); + } + return scale(vert, div0(1.0f,w)); +} + +void +RBCurve::drawHull(void) +{ + int i; + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + BeginIm3D(rw::PRIMTYPEPOLYLINE); + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(138, 72, 51, 255); +// imVert.setColor(228, 172, 121, 255); + for(i = 0; i < verts.size(); i++) + AddVertex(verts[i]); + EndIm3D(); +} + +void +RBCurve::drawSpline(void) +{ + int i; + float u, endu; + V3d vert; + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + BeginIm3D(rw::PRIMTYPEPOLYLINE); + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(0, 4, 96, 255); + + u = knots[0]; + endu = knots[knots.size()-1] - epsilon; + float uinc = (endu-knots[0])/40.0f; + for(;; u += uinc){ + if(u > endu) + u = endu; + AddVertex(eval(u)); + if(u >= endu) + break; + } + + EndIm3D(); +} + +void +RBSurf::update(void) +{ + numU = knotsU.size() - degreeU - 1; + numV = knotsV.size() - degreeV - 1; +} + +V3d +RBSurf::eval(float u, float v) +{ + int i, j; + V3d vert = { 0.0f, 0.0f, 0.0f }; + float w = 0.0f; + + float basisU[10], basisV[10]; + + // Find knots we're interested in + int k; + for(k = 0; k < knotsU.size(); k++) + if(knotsU[k] <= u && u < knotsU[k+1]) + break; + int startI = k-degreeU; + int endI = k+1; + for(k = 0; k < knotsV.size(); k++) + if(knotsV[k] <= v && v < knotsV[k+1]) + break; + int startJ = k-degreeV; + int endJ = k+1; + + for(i = startI; i < endI; i++) basisU[i-startI] = evalBasisFast(i, degreeU, u, &knotsU[0]); + for(j = startJ; j < endJ; j++) basisV[j-startJ] = evalBasisFast(j, degreeV, v, &knotsV[0]); + + for(j = startJ; j < endJ; j++) + for(i = startI; i < endI; i++){ + float r = basisV[j-startJ]*basisU[i-startI]; + w += weights[j*numU + i]*r; + vert = add(vert, scale(verts[j*numU + i], weights[j*numU + i]*r)); + } + return scale(vert, div0(1.0f,w)); +} + +void +RBSurf::drawHull(void) +{ + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(138, 72, 51, 255); +// imVert.setColor(228, 172, 121, 255); + + int iu, iv; + for(iv = 0; iv < numV; iv++){ + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(iu = 0; iu < numU; iu++) + AddVertex(verts[iu + iv*numU]); + EndIm3D(); + } + + for(iu = 0; iu < numU; iu++){ + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(iv = 0; iv < numV; iv++) + AddVertex(verts[iu + iv*numU]); + EndIm3D(); + } +} + +void +RBSurf::drawIsoparms(void) +{ + V3d vert; + int iu, iv; + float u, v; + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(0, 4, 96, 255); + + float endu = knotsU[knotsU.size()-1] - epsilon; + float endv = knotsU[knotsV.size()-1] - epsilon; + float uinc = (endu-knotsU[0])/40.0f; + float vinc = (endv-knotsV[0])/40.0f; + + v = -100000.0f; + for(iv = 0; iv < knotsV.size(); iv++){ + if(knotsV[iv] <= v) continue; + v = knotsV[iv]; + if(v > endv) v = endv; + + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(u = knotsU[0];; u += uinc){ + if(u > endu) + u = endu; + AddVertex(eval(u, v)); + if(u >= endu) + break; + } + EndIm3D(); + } + + u = -100000.0f; + for(iu = 0; iu < knotsU.size(); iu++){ + if(knotsU[iu] <= u) continue; + u = knotsU[iu]; + if(u > endu) u = endu; + + BeginIm3D(rw::PRIMTYPEPOLYLINE); + for(v = knotsV[0];; v += vinc){ + if(v > endv) + v = endv; + AddVertex(eval(u, v)); + if(v >= endv) + break; + } + EndIm3D(); + } +} + +void +RBSurf::drawShaded(void) +{ + V3d vert; + int iu, iv; + float u, v; + + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + rw::SetRenderState(rw::FOGENABLE, 0); + + imVert.setU(0.0f); + imVert.setV(0.0f); + imVert.setColor(0, 128, 240, 255); + + float endu = knotsU[knotsU.size()-1] - epsilon; + float endv = knotsU[knotsV.size()-1] - epsilon; + float uinc = (endu-knotsU[0])/40.0f; + float vinc = (endv-knotsV[0])/40.0f; + + float vnext; + for(v = knotsV[0];; v = vnext){ + if(v > endv) + v = endv; + vnext = v + vinc; + + BeginIm3D(rw::PRIMTYPETRISTRIP); + for(u = knotsU[0];; u += uinc){ + if(u > endu) + u = endu; + + AddVertex(eval(u, v)); + AddVertex(eval(u, vnext)); + + if(u >= endu) + break; + } + EndIm3D(); + if(vnext >= endv) + break; + } +} + + +RBCurve testspline1, testspline2; +RBSurf testsurf; + +V3d teapotVerts[] = { + { 0.2000, 0.0000, 2.70000 }, { 0.2000, -0.1120, 2.70000 }, + { 0.1120, -0.2000, 2.70000 }, { 0.0000, -0.2000, 2.70000 }, + { 1.3375, 0.0000, 2.53125 }, { 1.3375, -0.7490, 2.53125 }, + { 0.7490, -1.3375, 2.53125 }, { 0.0000, -1.3375, 2.53125 }, + { 1.4375, 0.0000, 2.53125 }, { 1.4375, -0.8050, 2.53125 }, + { 0.8050, -1.4375, 2.53125 }, { 0.0000, -1.4375, 2.53125 }, + { 1.5000, 0.0000, 2.40000 }, { 1.5000, -0.8400, 2.40000 }, + { 0.8400, -1.5000, 2.40000 }, { 0.0000, -1.5000, 2.40000 }, + { 1.7500, 0.0000, 1.87500 }, { 1.7500, -0.9800, 1.87500 }, + { 0.9800, -1.7500, 1.87500 }, { 0.0000, -1.7500, 1.87500 }, + { 2.0000, 0.0000, 1.35000 }, { 2.0000, -1.1200, 1.35000 }, + { 1.1200, -2.0000, 1.35000 }, { 0.0000, -2.0000, 1.35000 }, + { 2.0000, 0.0000, 0.90000 }, { 2.0000, -1.1200, 0.90000 }, + { 1.1200, -2.0000, 0.90000 }, { 0.0000, -2.0000, 0.90000 }, + { -2.0000, 0.0000, 0.90000 }, { 2.0000, 0.0000, 0.45000 }, + { 2.0000, -1.1200, 0.45000 }, { 1.1200, -2.0000, 0.45000 }, + { 0.0000, -2.0000, 0.45000 }, { 1.5000, 0.0000, 0.22500 }, + { 1.5000, -0.8400, 0.22500 }, { 0.8400, -1.5000, 0.22500 }, + { 0.0000, -1.5000, 0.22500 }, { 1.5000, 0.0000, 0.15000 }, + { 1.5000, -0.8400, 0.15000 }, { 0.8400, -1.5000, 0.15000 }, + { 0.0000, -1.5000, 0.15000 }, { -1.6000, 0.0000, 2.02500 }, + { -1.6000, -0.3000, 2.02500 }, { -1.5000, -0.3000, 2.25000 }, + { -1.5000, 0.0000, 2.25000 }, { -2.3000, 0.0000, 2.02500 }, + { -2.3000, -0.3000, 2.02500 }, { -2.5000, -0.3000, 2.25000 }, + { -2.5000, 0.0000, 2.25000 }, { -2.7000, 0.0000, 2.02500 }, + { -2.7000, -0.3000, 2.02500 }, { -3.0000, -0.3000, 2.25000 }, + { -3.0000, 0.0000, 2.25000 }, { -2.7000, 0.0000, 1.80000 }, + { -2.7000, -0.3000, 1.80000 }, { -3.0000, -0.3000, 1.80000 }, + { -3.0000, 0.0000, 1.80000 }, { -2.7000, 0.0000, 1.57500 }, + { -2.7000, -0.3000, 1.57500 }, { -3.0000, -0.3000, 1.35000 }, + { -3.0000, 0.0000, 1.35000 }, { -2.5000, 0.0000, 1.12500 }, + { -2.5000, -0.3000, 1.12500 }, { -2.6500, -0.3000, 0.93750 }, + { -2.6500, 0.0000, 0.93750 }, { -2.0000, -0.3000, 0.90000 }, + { -1.9000, -0.3000, 0.60000 }, { -1.9000, 0.0000, 0.60000 }, + { 1.7000, 0.0000, 1.42500 }, { 1.7000, -0.6600, 1.42500 }, + { 1.7000, -0.6600, 0.60000 }, { 1.7000, 0.0000, 0.60000 }, + { 2.6000, 0.0000, 1.42500 }, { 2.6000, -0.6600, 1.42500 }, + { 3.1000, -0.6600, 0.82500 }, { 3.1000, 0.0000, 0.82500 }, + { 2.3000, 0.0000, 2.10000 }, { 2.3000, -0.2500, 2.10000 }, + { 2.4000, -0.2500, 2.02500 }, { 2.4000, 0.0000, 2.02500 }, + { 2.7000, 0.0000, 2.40000 }, { 2.7000, -0.2500, 2.40000 }, + { 3.3000, -0.2500, 2.40000 }, { 3.3000, 0.0000, 2.40000 }, + { 2.8000, 0.0000, 2.47500 }, { 2.8000, -0.2500, 2.47500 }, + { 3.5250, -0.2500, 2.49375 }, { 3.5250, 0.0000, 2.49375 }, + { 2.9000, 0.0000, 2.47500 }, { 2.9000, -0.1500, 2.47500 }, + { 3.4500, -0.1500, 2.51250 }, { 3.4500, 0.0000, 2.51250 }, + { 2.8000, 0.0000, 2.40000 }, { 2.8000, -0.1500, 2.40000 }, + { 3.2000, -0.1500, 2.40000 }, { 3.2000, 0.0000, 2.40000 }, + { 0.0000, 0.0000, 3.15000 }, { 0.8000, 0.0000, 3.15000 }, + { 0.8000, -0.4500, 3.15000 }, { 0.4500, -0.8000, 3.15000 }, + { 0.0000, -0.8000, 3.15000 }, { 0.0000, 0.0000, 2.85000 }, + { 1.4000, 0.0000, 2.40000 }, { 1.4000, -0.7840, 2.40000 }, + { 0.7840, -1.4000, 2.40000 }, { 0.0000, -1.4000, 2.40000 }, + { 0.4000, 0.0000, 2.55000 }, { 0.4000, -0.2240, 2.55000 }, + { 0.2240, -0.4000, 2.55000 }, { 0.0000, -0.4000, 2.55000 }, + { 1.3000, 0.0000, 2.55000 }, { 1.3000, -0.7280, 2.55000 }, + { 0.7280, -1.3000, 2.55000 }, { 0.0000, -1.3000, 2.55000 }, + { 1.3000, 0.0000, 2.40000 }, { 1.3000, -0.7280, 2.40000 }, + { 0.7280, -1.3000, 2.40000 }, { 0.0000, -1.3000, 2.40000 } +}; +int teapotPatches[10][16] = { + { 118, 118, 118, 118, 124, 122, 119, 121, + 123, 126, 125, 120, 40, 39, 38, 37 }, + { 102, 103, 104, 105, 4, 5, 6, 7, + 8, 9, 10, 11, 12, 13, 14, 15 }, + { 12, 13, 14, 15, 16, 17, 18, 19, + 20, 21, 22, 23, 24, 25, 26, 27 }, + { 24, 25, 26, 27, 29, 30, 31, 32, + 33, 34, 35, 36, 37, 38, 39, 40 }, + { 96, 96, 96, 96, 97, 98, 99, 100, + 101, 101, 101, 101, 0, 1, 2, 3 }, + { 0, 1, 2, 3, 106, 107, 108, 109, + 110, 111, 112, 113, 114, 115, 116, 117 }, + { 41, 42, 43, 44, 45, 46, 47, 48, + 49, 50, 51, 52, 53, 54, 55, 56 }, + { 53, 54, 55, 56, 57, 58, 59, 60, + 61, 62, 63, 64, 28, 65, 66, 67 }, + { 68, 69, 70, 71, 72, 73, 74, 75, + 76, 77, 78, 79, 80, 81, 82, 83 }, + { 80, 81, 82, 83, 84, 85, 86, 87, + 88, 89, 90, 91, 92, 93, 94, 95 }, +}; + +BezierSurf teapotSurfs[32]; + +void +initsplines(void) +{ + V3d vert; + + testspline1.degree = 3; + testspline1.verts.clear(); + testspline1.weights.clear(); + vert.set(-30.63383, 22.65459, 0); + vert = scale(vert, 1.0f/20.0f); + testspline1.verts.push_back(vert); + testspline1.weights.push_back(1.0f); + vert.set(13.50783, 33.01786, 15.06403); + vert = scale(vert, 1.0f/20.0f); + testspline1.verts.push_back(vert); + testspline1.weights.push_back(1.0f); + vert.set(34.252, -10.36327, 15.06403); + vert = scale(vert, 1.0f/20.0f); + testspline1.verts.push_back(vert); + testspline1.weights.push_back(1.0f); + vert.set(-7.959972, -1.205032, 0); + vert = scale(vert, 1.0f/20.0f); + testspline1.verts.push_back(vert); + testspline1.weights.push_back(1.0f); + vert.set(6.995127, -41.32158, -18.19684); + vert = scale(vert, 1.0f/20.0f); + testspline1.verts.push_back(vert); + testspline1.weights.push_back(1.0f); + + testspline1.knots.clear(); + testspline1.knots.push_back(0); + testspline1.knots.push_back(0); + testspline1.knots.push_back(0); + testspline1.knots.push_back(0); + testspline1.knots.push_back(1); + testspline1.knots.push_back(2); + testspline1.knots.push_back(2); + testspline1.knots.push_back(2); + testspline1.knots.push_back(2); + + + testspline2.degree = 2; + testspline2.verts.clear(); +#define V(x, y, z) \ + vert.set(x, y, z); \ + testspline2.verts.push_back(scale(vert, 1.0f/20.0f)); \ + testspline2.weights.push_back(1.0f); + V(-61.9913, 9.158239, 0); + V(-32.32231, 27.23371, 0); + V(25.80961, -4.820126, 0); +#undef V + testspline2.knots.clear(); + testspline2.knots.push_back(0); + testspline2.knots.push_back(0); + testspline2.knots.push_back(0); + testspline2.knots.push_back(1); + testspline2.knots.push_back(1); + testspline2.knots.push_back(1); + +/* + testspline2 = testspline1; +// testspline2.knots.clear(); +// testspline2.knots.push_back(0); +// testspline2.knots.push_back(0); +// testspline2.knots.push_back(0); +// testspline2.knots.push_back(0); +// testspline2.knots.push_back(3); +// testspline2.knots.push_back(4); +// testspline2.knots.push_back(4); +// testspline2.knots.push_back(4); +// testspline2.knots.push_back(4); + testspline1.weights[2] = 5.0f; +*/ + +#define V(x, y, z) \ + vert.set(x, y, z); \ + testsurf.verts.push_back(scale(vert, 1.0f/20.0f)); \ + testsurf.weights.push_back(1.0f); + + testsurf.degreeU = 3; + testsurf.degreeV = 3; + testsurf.verts.clear(); + testsurf.weights.clear(); + V(-69.22764, -0, 12.77366); + V(-48.72468, 0, 29.16251); + V(-24.84476, 0, 39.52605); + V(22.43265, -0, 45.79238); + V(36.4229, 0, 28.9215); + V(61.02645, 0, 6.74835); + V(86.35364, -0, 20.96809); + V(-69.22764, 9.286676, 12.77366); + V(-48.72468, 9.286676, 29.16251); + V(-24.84476, 9.286676, 39.52605); + V(22.43265, 9.286676, 45.79238); + V(36.4229, 9.286676, 28.9215); + V(61.02645, 9.286676, 6.74835); + V(86.35364, 9.286676, 20.96809); + V(-68.13416, 23.51821, 6.114491); + V(-48.19925, 23.51821, 22.27994); + V(-26.91943, 23.51821, 33.20763); + V(18.69658, 23.51821, 39.0488); + V(27.88844, 23.51821, 30.80604); + V(57.49908, 23.51821, -0.6488895); + V(86.35364, 23.51821, 14.21974); + V(-67.00163, 52.46369, -0.7825046); + V(-47.65504, 52.46369, 15.15157); + V(-29.06818, 52.46369, 26.66356); + V(14.82709, 52.46369, 32.06438); + V(19.04919, 52.46369, 32.75788); + V(53.84574, 52.46369, -8.310311); + V(86.35364, 52.46369, 7.230374); + V(-67.86079, 70.07219, 4.449699); + V(-48.06789, 70.07219, 20.5593); + V(-27.43809, 70.07219, 31.62803); + V(17.76257, 70.07219, 37.36291); + V(25.75483, 70.07219, 31.27717); + V(56.61724, 70.07219, -2.498198); + V(86.35364, 70.07219, 12.53265); +#undef V + testsurf.knotsU.clear(); + testsurf.knotsU.push_back(0); + testsurf.knotsU.push_back(0); + testsurf.knotsU.push_back(0); + testsurf.knotsU.push_back(0); + testsurf.knotsU.push_back(0.25); + testsurf.knotsU.push_back(0.5); + testsurf.knotsU.push_back(0.75); + testsurf.knotsU.push_back(1); + testsurf.knotsU.push_back(1); + testsurf.knotsU.push_back(1); + testsurf.knotsU.push_back(1); + testsurf.knotsV.clear(); + testsurf.knotsV.push_back(0); + testsurf.knotsV.push_back(0); + testsurf.knotsV.push_back(0); + testsurf.knotsV.push_back(0); + testsurf.knotsV.push_back(0.5); + testsurf.knotsV.push_back(1); + testsurf.knotsV.push_back(1); + testsurf.knotsV.push_back(1); + testsurf.knotsV.push_back(1); + + testsurf.update(); + + int i, j; + for(i = 0; i < 10; i++) + for(j = 0; j < 16; j++) + teapotSurfs[i].verts[j] = teapotVerts[teapotPatches[i][j]]; + for(i = 0; i < 10; i++){ + teapotSurfs[i+10] = teapotSurfs[i]; + teapotSurfs[i+10].mirrorY(); + } + for(i = 0; i < 6; i++){ + teapotSurfs[i+20] = teapotSurfs[i]; + teapotSurfs[i+20].mirrorX(); + teapotSurfs[i+20+6] = teapotSurfs[i+10]; + teapotSurfs[i+20+6].mirrorX(); + } +} + +void +rendersplines(void) +{ +// testspline1.drawHull(); +// testspline1.drawSpline(); + +// testspline2.drawHull(); +// testspline2.drawSpline(); + +// testsurf.drawHull(); +// testsurf.drawShaded(); +// testsurf.drawIsoparms(); + + int i; + for(i = 0; i < 32; i++){ + teapotSurfs[i].drawHull(); + teapotSurfs[i].drawShaded(); + } +} diff --git a/tools/playground/tl_tests.cpp b/tools/playground/tl_tests.cpp new file mode 100644 index 0000000..7cfc59a --- /dev/null +++ b/tools/playground/tl_tests.cpp @@ -0,0 +1,766 @@ +#include +#include + +extern bool dosoftras; + +using namespace rw; +using namespace RWDEVICE; + +void rastest_renderTriangles(RWDEVICE::Im2DVertex *scrverts, int32 verts, uint16 *indices, int32 numTris); + +// +// This is a test to implement T&L in software and render with Im2D +// + +namespace gen { + +#define MAX_LIGHTS 8 + +struct Directional { + V3d at; + RGBAf color; +}; +static Directional directionals[MAX_LIGHTS]; +static int32 numDirectionals; +static RGBAf ambLight; + +static void +enumLights(Matrix *lightmat) +{ + int32 n; + World *world; + + world = (World*)engine->currentWorld; + ambLight.red = 0.0; + ambLight.green = 0.0; + ambLight.blue = 0.0; + ambLight.alpha = 0.0; + numDirectionals = 0; + // only unpositioned lights right now + FORLIST(lnk, world->globalLights){ + Light *l = Light::fromWorld(lnk); + if(l->getType() == Light::DIRECTIONAL){ + if(numDirectionals >= MAX_LIGHTS) + continue; + n = numDirectionals++; + V3d::transformVectors(&directionals[n].at, &l->getFrame()->getLTM()->at, 1, lightmat); + directionals[n].color = l->color; + directionals[n].color.alpha = 0.0f; + }else if(l->getType() == Light::AMBIENT){ + ambLight.red += l->color.red; + ambLight.green += l->color.green; + ambLight.blue += l->color.blue; + } + } +} + +struct ObjSpace3DVertex +{ + V3d objVertex; + V3d objNormal; + RGBA color; + TexCoords texCoords; +}; + +enum { + CLIPXLO = 0x01, + CLIPXHI = 0x02, + CLIPX = 0x03, + CLIPYLO = 0x04, + CLIPYHI = 0x08, + CLIPY = 0x0C, + CLIPZLO = 0x10, + CLIPZHI = 0x20, + CLIPZ = 0x30, +}; + +struct CamSpace3DVertex +{ + V3d camVertex; + uint8 clipFlags; + RGBAf color; + TexCoords texCoords; +}; + +struct InstanceData +{ + uint16 *indices; + int32 numIndices; + ObjSpace3DVertex *vertices; + int32 numVertices; + // int vertStride; // not really needed right now + Material *material; + Mesh *mesh; +}; + +struct InstanceDataHeader : public rw::InstanceDataHeader +{ + uint32 serialNumber; + ObjSpace3DVertex *vertices; + uint16 *indices; + InstanceData *inst; +}; + +static void +instanceAtomic(Atomic *atomic) +{ + static V3d zeroNorm = { 0.0f, 0.0f, 0.0f }; + static RGBA black = { 0, 0, 0, 255 }; + static TexCoords zeroTex = { 0.0f, 0.0f }; + int i; + uint j; + int x, x1, x2, x3; + Geometry *geo; + MeshHeader *header; + Mesh *mesh; + InstanceDataHeader *insthead; + InstanceData *inst; + uint32 firstVert; + uint16 *srcindices, *dstindices; + + geo = atomic->geometry; + if(geo->instData) + return; + header = geo->meshHeader; + int numTris; + if(header->flags & MeshHeader::TRISTRIP) + numTris = header->totalIndices - 2*header->numMeshes; + else + numTris = header->totalIndices / 3; + int size; + size = sizeof(InstanceDataHeader) + header->numMeshes*sizeof(InstanceData) + + geo->numVertices*sizeof(ObjSpace3DVertex) + numTris*6*sizeof(uint16); + insthead = (InstanceDataHeader*)rwNew(size, ID_GEOMETRY); + geo->instData = insthead; + insthead->platform = 0; + insthead->serialNumber = header->serialNum; + inst = (InstanceData*)(insthead+1); + insthead->inst = inst; + insthead->vertices = (ObjSpace3DVertex*)(inst+header->numMeshes); + dstindices = (uint16*)(insthead->vertices+geo->numVertices); + insthead->indices = dstindices; + + // TODO: morphing + MorphTarget *mt = geo->morphTargets; + for(i = 0; i < geo->numVertices; i++){ + insthead->vertices[i].objVertex = mt->vertices[i]; + if(geo->flags & Geometry::NORMALS) + insthead->vertices[i].objNormal = mt->normals[i]; + else + insthead->vertices[i].objNormal = zeroNorm; + if(geo->flags & Geometry::PRELIT) + insthead->vertices[i].color = geo->colors[i]; + else + insthead->vertices[i].color = black; + if(geo->numTexCoordSets > 0) + insthead->vertices[i].texCoords = geo->texCoords[0][i]; + else + insthead->vertices[i].texCoords = zeroTex; + } + + mesh = header->getMeshes(); + for(i = 0; i < header->numMeshes; i++){ + findMinVertAndNumVertices(mesh->indices, mesh->numIndices, + &firstVert, &inst->numVertices); + inst->indices = dstindices; + inst->vertices = &insthead->vertices[firstVert]; + inst->mesh = mesh; + inst->material = mesh->material; + srcindices = mesh->indices; + if(header->flags & MeshHeader::TRISTRIP){ + inst->numIndices = 0; + x = 0; + for(j = 0; j < mesh->numIndices-2; j++){ + x1 = srcindices[j+x]; + x ^= 1; + x2 = srcindices[j+x]; + x3 = srcindices[j+2]; + if(x1 != x2 && x2 != x3 && x1 != x3){ + dstindices[0] = x1; + dstindices[1] = x2; + dstindices[2] = x3; + dstindices += 3; + inst->numIndices += 3; + } + } + }else{ + inst->numIndices = mesh->numIndices; + for(j = 0; j < mesh->numIndices; j += 3){ + dstindices[0] = srcindices[j+0] - firstVert; + dstindices[1] = srcindices[j+1] - firstVert; + dstindices[2] = srcindices[j+2] - firstVert; + dstindices += 3; + } + } + + inst++; + mesh++; + } +} + +struct MeshState +{ + int32 flags; + Matrix obj2cam; + Matrix obj2world; + int32 numVertices; + int32 numPrimitives; + SurfaceProperties surfProps; + RGBA matCol; +}; + +static void +cam2screen(Im2DVertex *scrvert, CamSpace3DVertex *camvert) +{ + RGBA col; + float32 recipZ; + Camera *cam = (Camera*)engine->currentCamera; + int32 width = cam->frameBuffer->width; + int32 height = cam->frameBuffer->height; + recipZ = 1.0f/camvert->camVertex.z; + +// scrvert->setScreenX(camvert->camVertex.x * recipZ * width); +// scrvert->setScreenY(camvert->camVertex.y * recipZ * height); + scrvert->setScreenX(camvert->camVertex.x * recipZ * width/2 + width/4); + scrvert->setScreenY(camvert->camVertex.y * recipZ * height/2 + height/4); + scrvert->setScreenZ(recipZ * cam->zScale + cam->zShift); + scrvert->setCameraZ(camvert->camVertex.z); + scrvert->setRecipCameraZ(recipZ); + scrvert->setU(camvert->texCoords.u, recipZ); + scrvert->setV(camvert->texCoords.v, recipZ); + convColor(&col, &camvert->color); + scrvert->setColor(col.red, col.green, col.blue, col.alpha); +} + +static void +transform(MeshState *mstate, ObjSpace3DVertex *objverts, CamSpace3DVertex *camverts, Im2DVertex *scrverts) +{ + int32 i; + float32 z; + Camera *cam = (Camera*)engine->currentCamera; + + for(i = 0; i < mstate->numVertices; i++){ + V3d::transformPoints(&camverts[i].camVertex, &objverts[i].objVertex, 1, &mstate->obj2cam); + convColor(&camverts[i].color, &objverts[i].color); + camverts[i].texCoords = objverts[i].texCoords; + + camverts[i].clipFlags = 0; + z = camverts[i].camVertex.z; + // 0 < x < z + if(camverts[i].camVertex.x >= z) camverts[i].clipFlags |= CLIPXHI; + if(camverts[i].camVertex.x <= 0) camverts[i].clipFlags |= CLIPXLO; + // 0 < y < z + if(camverts[i].camVertex.y >= z) camverts[i].clipFlags |= CLIPYHI; + if(camverts[i].camVertex.y <= 0) camverts[i].clipFlags |= CLIPYLO; + // near < z < far + if(z >= cam->farPlane) camverts[i].clipFlags |= CLIPZHI; + if(z <= cam->nearPlane) camverts[i].clipFlags |= CLIPZLO; + + cam2screen(&scrverts[i], &camverts[i]); + } +} + +static void +light(MeshState *mstate, ObjSpace3DVertex *objverts, CamSpace3DVertex *camverts) +{ + int32 i; + RGBAf colf; + RGBAf amb = ambLight; + amb = scale(ambLight, mstate->surfProps.ambient); + for(i = 0; i < mstate->numVertices; i++){ + camverts[i].color = add(camverts[i].color, amb); + if((mstate->flags & Geometry::NORMALS) == 0) + continue; + for(int32 k = 0; k < numDirectionals; k++){ + float32 f = dot(objverts[i].objNormal, neg(directionals[k].at)); + if(f <= 0.0f) continue; + f *= mstate->surfProps.diffuse; + colf = scale(directionals[k].color, f); + camverts[i].color = add(camverts[i].color, colf); + } + } +} + +static void +postlight(MeshState *mstate, CamSpace3DVertex *camverts, Im2DVertex *scrverts) +{ + int32 i; + RGBA col; + RGBAf colf; + for(i = 0; i < mstate->numVertices; i++){ + convColor(&colf, &mstate->matCol); + camverts[i].color = modulate(camverts[i].color, colf); + clamp(&camverts[i].color); + convColor(&col, &camverts[i].color); + scrverts[i].setColor(col.red, col.green, col.blue, col.alpha); + } +} + +static int32 +cullTriangles(MeshState *mstate, CamSpace3DVertex *camverts, uint16 *indices, uint16 *clipindices) +{ + int32 i; + int32 x1, x2, x3; + int32 newNumPrims; + int32 numClip; + + newNumPrims = 0; + numClip = 0; + for(i = 0; i < mstate->numPrimitives; i++, indices += 3){ + x1 = indices[0]; + x2 = indices[1]; + x3 = indices[2]; + // Only a simple frustum call + if(camverts[x1].clipFlags & + camverts[x2].clipFlags & + camverts[x3].clipFlags) + continue; + if(camverts[x1].clipFlags | + camverts[x2].clipFlags | + camverts[x3].clipFlags) + numClip++; + // The Triangle is in, probably + clipindices[0] = x1; + clipindices[1] = x2; + clipindices[2] = x3; + clipindices += 3; + newNumPrims++; + } + mstate->numPrimitives = newNumPrims; + return numClip; +} + +static void +interpVertex(CamSpace3DVertex *out, CamSpace3DVertex *v1, CamSpace3DVertex *v2, float32 t) +{ + float32 z; + float32 invt; + Camera *cam = (Camera*)engine->currentCamera; + + invt = 1.0f - t; + out->camVertex = add(scale(v1->camVertex, invt), scale(v2->camVertex, t)); + out->color = add(scale(v1->color, invt), scale(v2->color, t)); + out->texCoords.u = v1->texCoords.u*invt + v2->texCoords.u*t; + out->texCoords.v = v1->texCoords.v*invt + v2->texCoords.v*t; + + out->clipFlags = 0; + z = out->camVertex.z; + // 0 < x < z + if(out->camVertex.x >= z) out->clipFlags |= CLIPXHI; + if(out->camVertex.x <= 0) out->clipFlags |= CLIPXLO; + // 0 < y < z + if(out->camVertex.y >= z) out->clipFlags |= CLIPYHI; + if(out->camVertex.y <= 0) out->clipFlags |= CLIPYLO; + // near < z < far + if(z >= cam->farPlane) out->clipFlags |= CLIPZHI; + if(z <= cam->nearPlane) out->clipFlags |= CLIPZLO; +} + +static void +clipTriangles(MeshState *mstate, CamSpace3DVertex *camverts, Im2DVertex *scrverts, uint16 *indices, uint16 *clipindices) +{ + int32 i, j; + int32 x1, x2, x3; + int32 newNumPrims; + CamSpace3DVertex buf[18]; + CamSpace3DVertex *in, *out, *tmp; + int32 nin, nout; + float32 t; + Camera *cam = (Camera*)engine->currentCamera; + + newNumPrims = 0; + for(i = 0; i < mstate->numPrimitives; i++, indices += 3){ + x1 = indices[0]; + x2 = indices[1]; + x3 = indices[2]; + + if((camverts[x1].clipFlags | + camverts[x2].clipFlags | + camverts[x3].clipFlags) == 0){ + // all inside + clipindices[0] = x1; + clipindices[1] = x2; + clipindices[2] = x3; + clipindices += 3; + newNumPrims++; + continue; + } + + // set up triangle + in = &buf[0]; + out = &buf[9]; + in[0] = camverts[x1]; + in[1] = camverts[x2]; + in[2] = camverts[x3]; + nin = 3; + nout = 0; + +#define V(a) in[a].camVertex. + + // clip z near + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPZLO){ + t = (cam->nearPlane - V(x1)z)/(V(x2)z - V(x1)z); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPZLO) == 0) + out[nout++] = in[x2]; + } + // clip z far + nin = nout; nout = 0; + tmp = in; in = out; out = tmp; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPZHI){ + t = (cam->farPlane - V(x1)z)/(V(x2)z - V(x1)z); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPZHI) == 0) + out[nout++] = in[x2]; + } + // clip y 0 + nin = nout; nout = 0; + tmp = in; in = out; out = tmp; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPYLO){ + t = -V(x1)y/(V(x2)y - V(x1)y); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPYLO) == 0) + out[nout++] = in[x2]; + } + // clip y z + nin = nout; nout = 0; + tmp = in; in = out; out = tmp; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPYHI){ + t = (V(x1)z - V(x1)y)/(V(x1)z - V(x1)y + V(x2)y - V(x2)z); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPYHI) == 0) + out[nout++] = in[x2]; + } + // clip x 0 + nin = nout; nout = 0; + tmp = in; in = out; out = tmp; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPXLO){ + t = -V(x1)x/(V(x2)x - V(x1)x); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPXLO) == 0) + out[nout++] = in[x2]; + } + // clip x z + nin = nout; nout = 0; + tmp = in; in = out; out = tmp; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + if((in[x1].clipFlags ^ in[x2].clipFlags) & CLIPXHI){ + t = (V(x1)z - V(x1)x)/(V(x1)z - V(x1)x + V(x2)x - V(x2)z); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if((in[x2].clipFlags & CLIPXHI) == 0) + out[nout++] = in[x2]; + } + + // Insert new triangles + x1 = mstate->numVertices; + for(j = 0; j < nout; j++){ + x2 = mstate->numVertices++; + camverts[x2] = out[j]; + cam2screen(&scrverts[x2], &camverts[x2]); + } + x2 = x1+1; + for(j = 0; j < nout-2; j++){ + clipindices[0] = x1; + clipindices[1] = x2++; + clipindices[2] = x2; + clipindices += 3; + newNumPrims++; + } + } + mstate->numPrimitives = newNumPrims; +} + +static int32 +clipPoly(CamSpace3DVertex *in, int32 nin, CamSpace3DVertex *out, Plane *plane) +{ + int32 j; + int32 nout; + int32 x1, x2; + float32 d1, d2, t; + + nout = 0; + for(j = 0; j < nin; j++){ + x1 = j; + x2 = (j+1) % nin; + + d1 = dot(plane->normal, in[x1].camVertex) + plane->distance; + d2 = dot(plane->normal, in[x2].camVertex) + plane->distance; + if(d1*d2 < 0.0f){ + t = d1/(d1 - d2); + interpVertex(&out[nout++], &in[x1], &in[x2], t); + } + if(d2 >= 0.0f) + out[nout++] = in[x2]; + } + return nout; +} + +static void +clipTriangles2(MeshState *mstate, CamSpace3DVertex *camverts, Im2DVertex *scrverts, uint16 *indices, uint16 *clipindices) +{ + int32 i, j; + int32 x1, x2, x3; + int32 newNumPrims; + CamSpace3DVertex buf[18]; + CamSpace3DVertex *in, *out; + int32 nout; + Camera *cam = (Camera*)engine->currentCamera; + + Plane planes[6] = { + { { 0.0f, 0.0f, 1.0f }, -cam->nearPlane }, // z = near + { { 0.0f, 0.0f, -1.0f }, cam->farPlane }, // z = far + + { { -1.0f, 0.0f, 1.0f }, 0.0f }, // x = w +// { { 1.0f, 0.0f, 1.0f }, 0.0f }, // x = -w + { { 1.0f, 0.0f, 0.0f }, 0.0f }, // x = 0 + + { { 0.0f, -1.0f, 1.0f }, 0.0f }, // y = w +// { { 0.0f, 1.0f, 1.0f }, 0.0f } // y = -1 + { { 0.0f, 1.0f, 0.0f }, 0.0f } // y = 0 + }; + + newNumPrims = 0; + for(i = 0; i < mstate->numPrimitives; i++, indices += 3){ + x1 = indices[0]; + x2 = indices[1]; + x3 = indices[2]; + + if((camverts[x1].clipFlags | + camverts[x2].clipFlags | + camverts[x3].clipFlags) == 0){ + // all inside + clipindices[0] = x1; + clipindices[1] = x2; + clipindices[2] = x3; + clipindices += 3; + newNumPrims++; + continue; + } + + // set up triangle + in = &buf[0]; + out = &buf[9]; + in[0] = camverts[x1]; + in[1] = camverts[x2]; + in[2] = camverts[x3]; + nout = 0; + + // clip here + if(nout = clipPoly(in, 3, out, &planes[0]), nout == 0) continue; + if(nout = clipPoly(out, nout, in, &planes[1]), nout == 0) continue; + if(nout = clipPoly(in, nout, out, &planes[2]), nout == 0) continue; + if(nout = clipPoly(out, nout, in, &planes[3]), nout == 0) continue; + if(nout = clipPoly(in, nout, out, &planes[4]), nout == 0) continue; + if(nout = clipPoly(out, nout, in, &planes[5]), nout == 0) continue; + out = in; + + // Insert new triangles + x1 = mstate->numVertices; + for(j = 0; j < nout; j++){ + x2 = mstate->numVertices++; + camverts[x2] = out[j]; + cam2screen(&scrverts[x2], &camverts[x2]); + } + x2 = x1+1; + for(j = 0; j < nout-2; j++){ + clipindices[0] = x1; + clipindices[1] = x2++; + clipindices[2] = x2; + clipindices += 3; + newNumPrims++; + } + } + mstate->numPrimitives = newNumPrims; +} + +static void +submitTriangles(RWDEVICE::Im2DVertex *scrverts, int32 numVerts, uint16 *indices, int32 numTris) +{ + rw::SetRenderStatePtr(rw::TEXTURERASTER, nil); + if(dosoftras) + rastest_renderTriangles(scrverts, numVerts, indices, numTris); + else{ + //int i; + //for(i = 0; i < numVerts; i++){ + // scrverts[i].x = (int)(scrverts[i].x*16.0f) / 16.0f; + // scrverts[i].y = (int)(scrverts[i].y*16.0f) / 16.0f; + //} + im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, scrverts, numVerts, + indices, numTris*3); + } +} + + +static void +drawMesh(MeshState *mstate, ObjSpace3DVertex *objverts, uint16 *indices) +{ + CamSpace3DVertex *camverts; + Im2DVertex *scrverts; + uint16 *cullindices, *clipindices; + uint32 numClip; + + camverts = rwNewT(CamSpace3DVertex, mstate->numVertices, MEMDUR_FUNCTION); + scrverts = rwNewT(Im2DVertex, mstate->numVertices, MEMDUR_FUNCTION); + cullindices = rwNewT(uint16, mstate->numPrimitives*3, MEMDUR_FUNCTION); + + transform(mstate, objverts, camverts, scrverts); + + numClip = cullTriangles(mstate, camverts, indices, cullindices); + +// int32 i; +// for(i = 0; i < mstate->numVertices; i++){ +// if(camverts[i].clipFlags & CLIPX) +// camverts[i].color.red = 255; +// if(camverts[i].clipFlags & CLIPY) +// camverts[i].color.green = 255; +// if(camverts[i].clipFlags & CLIPZ) +// camverts[i].color.blue = 255; +// } + + light(mstate, objverts, camverts); + +// mstate->matCol.red = 255; +// mstate->matCol.green = 255; +// mstate->matCol.blue = 255; + + postlight(mstate, camverts, scrverts); + + // each triangle can have a maximum of 9 vertices (7 triangles) after clipping + // so resize to whatever we may need + camverts = rwResizeT(CamSpace3DVertex, camverts, mstate->numVertices + numClip*9, MEMDUR_FUNCTION); + scrverts = rwResizeT(Im2DVertex, scrverts, mstate->numVertices + numClip*9, MEMDUR_FUNCTION); + clipindices = rwNewT(uint16, mstate->numPrimitives*3 + numClip*7*3, MEMDUR_FUNCTION); + +// clipTriangles(mstate, camverts, scrverts, cullindices, clipindices); + clipTriangles2(mstate, camverts, scrverts, cullindices, clipindices); + + submitTriangles(scrverts, mstate->numVertices, clipindices, mstate->numPrimitives); + + rwFree(camverts); + rwFree(scrverts); + rwFree(cullindices); + rwFree(clipindices); +} + +static void +drawAtomic(Atomic *atomic) +{ + MeshState mstate; + Matrix lightmat; + Geometry *geo; + MeshHeader *header; + InstanceData *inst; + int i; + Camera *cam = (Camera*)engine->currentCamera; + + instanceAtomic(atomic); + + mstate.obj2world = *atomic->getFrame()->getLTM(); + mstate.obj2cam = mstate.obj2world; + mstate.obj2cam.transform(&cam->viewMatrix, COMBINEPOSTCONCAT); + Matrix::invert(&lightmat, &mstate.obj2world); + enumLights(&lightmat); + + geo = atomic->geometry; + header = geo->meshHeader; + inst = ((InstanceDataHeader*)geo->instData)->inst; + for(i = 0; i < header->numMeshes; i++){ + mstate.flags = geo->flags; + mstate.numVertices = inst->numVertices; + mstate.numPrimitives = inst->numIndices / 3; + mstate.surfProps = inst->material->surfaceProps; + mstate.matCol = inst->material->color; + drawMesh(&mstate, inst->vertices, inst->indices); + inst++; + } +} + +void +tlTest(Clump *clump) +{ + FORLIST(lnk, clump->atomics){ + Atomic *a = Atomic::fromClump(lnk); + drawAtomic(a); + } +} + +} + +static Im2DVertex *clipverts; +static int32 numClipverts; + +void +genIm3DTransform(void *vertices, int32 numVertices, Matrix *world) +{ + Im3DVertex *objverts; + V3d pos; + Matrix xform; + Camera *cam; + int32 i; + objverts = (Im3DVertex*)vertices; + + cam = (Camera*)engine->currentCamera; + int32 width = cam->frameBuffer->width; + int32 height = cam->frameBuffer->height; + + + xform = cam->viewMatrix; + if(world) + xform.transform(world, COMBINEPRECONCAT); + + clipverts = rwNewT(Im2DVertex, numVertices, MEMDUR_EVENT); + numClipverts = numVertices; + + for(i = 0; i < numVertices; i++){ + V3d::transformPoints(&pos, &objverts[i].position, 1, &xform); + + float32 recipZ = 1.0f/pos.z; + RGBA c = objverts[i].getColor(); + + clipverts[i].setScreenX(pos.x * recipZ * width); + clipverts[i].setScreenY(pos.y * recipZ * height); + clipverts[i].setScreenZ(recipZ * cam->zScale + cam->zShift); + clipverts[i].setCameraZ(pos.z); + clipverts[i].setRecipCameraZ(recipZ); + clipverts[i].setColor(c.red, c.green, c.blue, c.alpha); + clipverts[i].setU(objverts[i].u, recipZ); + clipverts[i].setV(objverts[i].v, recipZ); + } +} + +void +genIm3DRenderIndexed(PrimitiveType prim, void *indices, int32 numIndices) +{ + im2d::RenderIndexedPrimitive(prim, clipverts, numClipverts, indices, numIndices); +} + +void +genIm3DEnd(void) +{ + rwFree(clipverts); + clipverts = nil; + numClipverts = 0; +} diff --git a/tools/ps2test/CMakeLists.txt b/tools/ps2test/CMakeLists.txt new file mode 100644 index 0000000..5195a19 --- /dev/null +++ b/tools/ps2test/CMakeLists.txt @@ -0,0 +1,26 @@ +add_executable(ps2test + gs.h + main.cpp + mem.h + ps2.h + + vu/defaultpipe.dsm + vu/skinpipe.dsm + + vu/light.vu + vu/setup_persp.vu +) + +target_link_libraries(ps2test + PRIVATE + librw::librw + kernel +) + +librw_platform_target(ps2test INSTALL) + +if(LIBRW_INSTALL) + install(TARGETS ps2test + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) +endif() diff --git a/tools/ps2test/gs.h b/tools/ps2test/gs.h new file mode 100644 index 0000000..361ad8c --- /dev/null +++ b/tools/ps2test/gs.h @@ -0,0 +1,437 @@ +#define GS_NONINTERLACED 0 +#define GS_INTERLACED 1 + +#define GS_NTSC 2 +#define GS_PAL 3 +#define GS_VESA1A 0x1a +#define GS_VESA1B 0x1b +#define GS_VESA1C 0x1c +#define GS_VESA1D 0x1d +#define GS_VESA2A 0x2a +#define GS_VESA2B 0x2b +#define GS_VESA2C 0x2c +#define GS_VESA2D 0x2d +#define GS_VESA2E 0x2e +#define GS_VESA3B 0x3b +#define GS_VESA3C 0x3c +#define GS_VESA3D 0x3d +#define GS_VESA3E 0x3e +#define GS_VESA4A 0x4a +#define GS_VESA4B 0x4b +#define GS_DTV480P 0x50 + +#define GS_FIELD 0 +#define GS_FRAME 1 + +#define GS_PSMCT32 0 +#define GS_PSMCT24 1 +#define GS_PSMCT16 2 +#define GS_PSMCT16S 10 +#define GS_PS_GPU24 18 + +#define GS_PSMZ32 0 +#define GS_PSMZ24 1 +#define GS_PSMZ16 2 +#define GS_PSMZ16S 10 + +#define GS_ZTST_NEVER 0 +#define GS_ZTST_ALWAYS 1 +#define GS_ZTST_GREATER 2 +#define GS_ZTST_GEQUAL 3 + +#define GS_PRIM_POINT 0 +#define GS_PRIM_LINE 1 +#define GS_PRIM_LINE_STRIP 2 +#define GS_PRIM_TRI 3 +#define GS_PRIM_TRI_STRIP 4 +#define GS_PRIM_TRI_FAN 5 +#define GS_PRIM_SPRITE 6 +#define GS_PRIM_NO_SPEC 7 +#define GS_IIP_FLAT 0 +#define GS_IIP_GOURAUD 1 + +/* GS general purpose registers */ + +#define GS_PRIM 0x00 +#define GS_RGBAQ 0x01 +#define GS_ST 0x02 +#define GS_UV 0x03 +#define GS_XYZF2 0x04 +#define GS_XYZ2 0x05 +#define GS_TEX0_1 0x06 +#define GS_TEX0_2 0x07 +#define GS_CLAMP_1 0x08 +#define GS_CLAMP_2 0x09 +#define GS_FOG 0x0a +#define GS_XYZF3 0x0c +#define GS_XYZ3 0x0d +#define GS_TEX1_1 0x14 +#define GS_TEX1_2 0x15 +#define GS_TEX2_1 0x16 +#define GS_TEX2_2 0x17 +#define GS_XYOFFSET_1 0x18 +#define GS_XYOFFSET_2 0x19 +#define GS_PRMODECONT 0x1a +#define GS_PRMODE 0x1b +#define GS_TEXCLUT 0x1c +#define GS_SCANMSK 0x22 +#define GS_MIPTBP1_1 0x34 +#define GS_MIPTBP1_2 0x35 +#define GS_MIPTBP2_1 0x36 +#define GS_MIPTBP2_2 0x37 +#define GS_TEXA 0x3b +#define GS_FOGCOL 0x3d +#define GS_TEXFLUSH 0x3f +#define GS_SCISSOR_1 0x40 +#define GS_SCISSOR_2 0x41 +#define GS_ALPHA_1 0x42 +#define GS_ALPHA_2 0x43 +#define GS_DIMX 0x44 +#define GS_DTHE 0x45 +#define GS_COLCLAMP 0x46 +#define GS_TEST_1 0x47 +#define GS_TEST_2 0x48 +#define GS_PABE 0x49 +#define GS_FBA_1 0x4a +#define GS_FBA_2 0x4b +#define GS_FRAME_1 0x4c +#define GS_FRAME_2 0x4d +#define GS_ZBUF_1 0x4e +#define GS_ZBUF_2 0x4f +#define GS_BITBLTBUF 0x50 +#define GS_TRXPOS 0x51 +#define GS_TRXREG 0x52 +#define GS_TRXDIR 0x53 +#define GS_HWREG 0x54 +#define GS_SIGNAL 0x60 +#define GS_FINISH 0x61 +#define GS_LABEL 0x62 + +typedef union +{ + struct { + uint64 EN1 : 1; + uint64 EN2 : 1; + uint64 CRTMD : 3; + uint64 MMOD : 1; + uint64 AMOD : 1; + uint64 SLBG : 1; + uint64 ALP : 8; + } f; + uint64 d; +} GsPmode; + +#define GS_MAKE_PMODE(EN1,EN2,MMOD,AMOD,SLBG,ALP) \ + (BIT64(EN1,0) | BIT64(EN2,1) | BIT64(1,2) | \ + BIT64(MMOD,5) | BIT64(AMOD,6) | BIT64(SLBG,7) | BIT64(ALP,8)) + +typedef union +{ + struct { + uint64 INT : 1; + uint64 FFMD : 1; + uint64 DPMS : 2; + } f; + uint64 d; +} GsSmode2; + +#define GS_MAKE_SMODE2(INT,FFMD,DPMS) \ + (BIT64(INT,0) | BIT64(FFMD,1) | BIT64(DPMS,2)) + +typedef union +{ + struct { + uint64 FBP : 9; + uint64 FBW : 6; + uint64 PSM : 5; + uint64 : 12; + uint64 DBX : 11; + uint64 DBY : 11; + } f; + uint64 d; +} GsDispfb; + +#define GS_MAKE_DISPFB(FBP,FBW,PSM,DBX,DBY) \ + (BIT64(FBP,0) | BIT64(FBW,9) | BIT64(PSM,15) | \ + BIT64(DBX,32) | BIT64(DBY,43)) + +typedef union +{ + struct { + uint64 DX : 12; + uint64 DY : 11; + uint64 MAGH : 4; + uint64 MAGV : 2; + uint64 : 3; + uint64 DW : 12; + uint64 DH : 11; + } f; + uint64 d; +} GsDisplay; + +#define GS_MAKE_DISPLAY(DX,DY,MAGH,MAGV,DW,DH) \ + (BIT64(DX,0) | BIT64(DY,12) | BIT64(MAGH,23) | \ + BIT64(MAGV,27) | BIT64(DW,32) | BIT64(DH,44)) + +typedef union +{ + struct { + uint64 EXBP : 14; + uint64 EXBW : 6; + uint64 FBIN : 2; + uint64 WFFMD : 1; + uint64 EMODA : 2; + uint64 EMODC : 2; + uint64 : 5; + uint64 WDX : 11; + uint64 WDY : 11; + } f; + uint64 d; +} GsExtbuf; + +#define GS_MAKE_EXTBUF(EXBP,EXBW,FBIN,WFFMD,EMODA,EMODC,WDX,WDY) \ + (BIT64(EXBP,0) | BIT64(EXBW,14) | BIT64(FBIN,20) | \ + BIT64(WFFMD,22) | BIT64(EMODA,23) | BIT64(EMODC,25) | \ + BIT64(WDX,32) | BIT64(WDY,43)) + +typedef union +{ + struct { + uint64 SX : 12; + uint64 SY : 11; + uint64 SMPH : 4; + uint64 SMPV : 2; + uint64 : 3; + uint64 WW : 12; + uint64 WH : 11; + } f; + uint64 d; +} GsExtdata; + +#define GS_MAKE_EXTDATA(SX,SY,SMPH,SMPV,WW,WH) \ + (BIT64(SX,0) | BIT64(SY,12) | BIT64(SMPH,23) | \ + BIT64(SMPV,27) | BIT64(WW,32) | BIT64(WH,44)) + +typedef union +{ + struct { + uint64 WRITE : 1; + } f; + uint64 d; +} GsExtwrite; + +typedef union +{ + struct { + uint64 R : 8; + uint64 G : 8; + uint64 B : 8; + } f; + uint64 d; +} GsBgcolor; + +#define GS_MAKE_BGCOLOR(R,G,B) \ + (BIT64(R,0) | BIT64(G,8) | BIT64(B,16)) + +typedef union +{ + struct { + uint64 SIGNAL : 1; + uint64 FINISH : 1; + uint64 HSINT : 1; + uint64 VSINT : 1; + uint64 EDWINT : 1; + uint64 : 3; + uint64 FLUSH : 1; + uint64 RESET : 1; + uint64 : 2; + uint64 NFIELD : 1; + uint64 FIELD : 1; + uint64 FIFO : 2; + uint64 REV : 8; + uint64 ID : 8; + } f; + uint64 d; +} GsCsr; + +#define GS_CSR_SIGNAL_O 0 +#define GS_CSR_FINISH_O 1 +#define GS_CSR_HSINT_O 2 +#define GS_CSR_VSINT_O 3 +#define GS_CSR_EDWINT_O 4 +#define GS_CSR_FLUSH_O 8 +#define GS_CSR_RESET_O 9 +#define GS_CSR_NFIELD_O 12 +#define GS_CSR_FIELD_O 13 +#define GS_CSR_FIFO_O 14 +#define GS_CSR_REV_O 16 +#define GS_CSR_ID_O 24 + +typedef union +{ + struct { + uint64 : 8; + uint64 SIGMSK : 1; + uint64 FINISHMSK : 1; + uint64 HSMSKMSK : 1; + uint64 VSMSKMSK : 1; + uint64 EDWMSKMSK : 1; + } f; + uint64 d; +} GsImr; + +typedef union +{ + struct { + uint64 DIR : 1; + } f; + uint64 d; +} GsBusdir; + +typedef union +{ + struct { + uint64 SIGID : 32; + uint64 LBLID : 32; + } f; + uint64 d; +} GsSiglblid; + + +typedef union +{ + struct { + uint64 FBP : 9; + uint64 : 7; + uint64 FBW : 6; + uint64 : 2; + uint64 PSM : 6; + uint64 : 2; + uint64 FBMSK : 32; + } f; + uint64 d; +} GsFrame; + +#define GS_MAKE_FRAME(FBP,FBW,PSM,FBMASK) \ + (BIT64(FBP,0) | BIT64(FBW,16) | BIT64(PSM,24) | BIT64(FBMASK,32)) + +typedef union +{ + struct { + uint64 ZBP : 9; + uint64 : 15; + uint64 PSM : 4; + uint64 : 4; + uint64 ZMSDK : 1; + } f; + uint64 d; +} GsZbuf; + +#define GS_MAKE_ZBUF(ZBP,PSM,ZMSK) \ + (BIT64(ZBP,0) | BIT64(PSM,24) | BIT64(ZMSK,32)) + +typedef union +{ + struct { + uint64 OFX : 16; + uint64 : 16; + uint64 OFY : 16; + } f; + uint64 d; +} GsXyOffset; + +#define GS_MAKE_XYOFFSET(OFX,OFY) \ + (BIT64(OFX,0) | BIT64(OFY,32)) + +typedef union +{ + struct { + uint64 SCAX0 : 11; + uint64 : 5; + uint64 SCAX1 : 11; + uint64 : 5; + uint64 SCAY0 : 11; + uint64 : 5; + uint64 SCAY1 : 11; + } f; + uint64 d; +} GsScissor; + +#define GS_MAKE_SCISSOR(SCAX0,SCAX1,SCAY0,SCAY1) \ + (BIT64(SCAX0,0) | BIT64(SCAX1,16) | BIT64(SCAY0,32) | BIT64(SCAY1,48)) + +#define GS_MAKE_TEST(ATE,ATST,AREF,AFAIL,DATE,DATM,ZTE,ZTST) \ + (BIT64(ATE,0) | BIT64(ATST,1) | BIT64(AREF,4) | BIT64(AFAIL,12) | \ + BIT64(DATE,14) | BIT64(DATM,15) | BIT64(ZTE,16) | BIT64(ZTST,17)) + +#define GS_MAKE_PRIM(PRIM,IIP,TME,FGE,ABE,AA1,FST,CTXT,FIX) \ + (BIT64(PRIM,0) | BIT64(IIP,3) | BIT64(TME,4) | BIT64(FGE,5) | \ + BIT64(ABE,6) | BIT64(AA1,7) | BIT64(FST,8) | BIT64(CTXT,9) | BIT64(FIX,10)) + +#define GS_MAKE_RGBAQ(R,G,B,A,Q) \ + (BIT64(R,0) | BIT64(G,8) | BIT64(B,16) | BIT64(A,24) | BIT64(Q,32)) + +#define GS_MAKE_XYZ(X,Y,Z) \ + (BIT64(X,0) | BIT64(Y,16) | BIT64(Z,32)) + +#define GIF_PACKED 0 +#define GIF_REGLIST 1 +#define GIF_IMAGE 2 + +#define GIF_MAKE_TAG(NLOOP,EOP,PRE,PRIM,FLG,NREG) \ + (BIT64(NLOOP,0) | BIT64(EOP,15) | BIT64(PRE,46) | \ + BIT64(PRIM,47) | BIT64(FLG,58) | BIT64(NREG,60)) + +/* This is global and not tied to a user context because + * it is set up by kernel functions and not really changed + * afterwards. */ +typedef struct GsCrtState GsCrtState; +struct GsCrtState +{ + short inter, mode, ff; +}; +extern GsCrtState gsCrtState; + +typedef struct GsDispCtx GsDispCtx; +struct GsDispCtx +{ + // two circuits + GsPmode pmode; + GsDispfb dispfb1; + GsDispfb dispfb2; + GsDisplay display1; + GsDisplay display2; + GsBgcolor bgcolor; +}; + +typedef struct GsDrawCtx GsDrawCtx; +struct GsDrawCtx +{ + //two contexts + uint128 gifTag; + GsFrame frame1; + uint64 ad_frame1; + GsFrame frame2; + uint64 ad_frame2; + GsZbuf zbuf1; + uint64 ad_zbuf1; + GsZbuf zbuf2; + uint64 ad_zbuf2; + GsXyOffset xyoffset1; + uint64 ad_xyoffset1; + GsXyOffset xyoffset2; + uint64 ad_xyoffset2; + GsScissor scissor1; + uint64 ad_scissor1; + GsScissor scissor2; + uint64 ad_scissor2; +}; + +typedef struct GsCtx GsCtx; +struct GsCtx +{ + // display context; two buffers + GsDispCtx disp[2]; + // draw context; two buffers + GsDrawCtx draw[2]; +}; diff --git a/tools/ps2test/main.cpp b/tools/ps2test/main.cpp new file mode 100755 index 0000000..6eb0f25 --- /dev/null +++ b/tools/ps2test/main.cpp @@ -0,0 +1,788 @@ +#include +#include +#include + +#define PAL + +#include +using rw::uint8; +using rw::uint16; +using rw::uint32; +using rw::uint64; +using rw::int8; +using rw::int16; +using rw::int32; +using rw::int64; +using rw::bool32; +using rw::float32; +typedef uint8 uchar; +typedef uint16 ushort; +typedef uint32 uint; + +#define WIDTH 640 +#ifdef PAL +#define HEIGHT 512 +#define VMODE GS_PAL +#else +#define HEIGHT 448 +#define VMODE GS_NTSC +#endif + +#include "ps2.h" + +// getting undefined references otherwise :/ +int *__errno() { return &errno; } + +// NONINTERLACED and FRAME have half of the FIELD vertical resolution! +// NONINTERLACED has half the vertical units + +uint128 packetbuf[128]; +uint128 vuXYZScale; +uint128 vuXYZOffset; +extern uint32 geometryCall[]; +extern uint32 skinPipe[]; + +uint128 *curVifPtr; +uint128 lightpacket[128]; +int32 numLightQ; + + + +rw::World *world; +rw::Camera *camera; + + +int frames; + +void +printquad(uint128 p) +{ + uint64 *lp; + lp = (uint64*)&p; + printf("%016lx %016lx\n", lp[1], lp[0]); +} + +void +printquad4(uint128 p) +{ + uint32 *lp; + lp = (uint32*)&p; + printf("%08x %08x %08x %08x\n", lp[0], lp[1], lp[2], lp[3]); +} + +void +dump4(uint128 *p, int n) +{ +printf("data at %p\n", p); + while(n--) + printquad4(*p++); +} + +struct DmaChannel { + uint32 chcr; uint32 pad0[3]; + uint32 madr; uint32 pad1[3]; + uint32 qwc; uint32 pad2[3]; + uint32 tadr; uint32 pad3[3]; + uint32 asr0; uint32 pad4[3]; + uint32 asr1; uint32 pad5[3]; + uint32 pad6[8]; + uint32 sadr; +}; + +static struct DmaChannel *dmaChannels[] = { + (struct DmaChannel *) &D0_CHCR, + (struct DmaChannel *) &D1_CHCR, + (struct DmaChannel *) &D2_CHCR, + (struct DmaChannel *) &D3_CHCR, + (struct DmaChannel *) &D4_CHCR, + (struct DmaChannel *) &D5_CHCR, + (struct DmaChannel *) &D6_CHCR, + (struct DmaChannel *) &D7_CHCR, + (struct DmaChannel *) &D8_CHCR, + (struct DmaChannel *) &D9_CHCR +}; + +void +dmaReset(void) +{ + /* don't clear the SIF channels */ + int doclear[] = { 1, 1, 1, 1, 1, 0, 0, 0, 1, 1 }; + int i; + + D_CTRL = 0; + for(i = 0; i < 10; i++) + if(doclear[i]){ + dmaChannels[i]->chcr = 0; + dmaChannels[i]->madr = 0; + dmaChannels[i]->qwc = 0; + dmaChannels[i]->tadr = 0; + dmaChannels[i]->asr0 = 0; + dmaChannels[i]->asr1 = 0; + dmaChannels[i]->sadr = 0; + } + D_CTRL = 1; +} + +void +waitDMA(volatile uint32 *chcr) +{ + while(*chcr & (1<<8)); +} + +void +qwcpy(uint128 *dst, uint128 *src, int n) +{ + while(n--) *dst++ = *src++; +} + +void +toGIF(void *src, int n) +{ + FlushCache(0); + D2_QWC = n; + D2_MADR = (uint32)src; + D2_CHCR = 1<<8; + waitDMA(&D2_CHCR); +} + +void +toGIFchain(void *src) +{ + FlushCache(0); + D2_QWC = 0; + D2_TADR = (uint32)src & 0x0FFFFFFF; + D2_CHCR = 1<<0 | 1<<2 | 1<<6 | 1<<8; + waitDMA(&D2_CHCR); +} + +void +toVIF1chain(void *src) +{ + FlushCache(0); + D1_QWC = 0; + D1_TADR = (uint32)src & 0x0FFFFFFF; + D1_CHCR = 1<<0 | 1<<2 | 1<<6 | 1<<8; + waitDMA(&D1_CHCR); +} + + +GsCrtState gsCrtState; + +int psmsizemap[64] = { + 4, // GS_PSMCT32 + 4, // GS_PSMCT24 + 2, // GS_PSMCT16 + 0, 0, 0, 0, 0, 0, 0, + 2, // GS_PSMCT16S + 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 4, // GS_PSMZ32 + 4, // GS_PSMZ24 + 2, // GS_PSMZ16 + 2, // GS_PSMZ16S + 0, 0, 0, 0, 0 +}; + +void +GsResetCrt(uchar inter, uchar mode, uchar ff) +{ + gsCrtState.inter = inter; + gsCrtState.mode = mode; + gsCrtState.ff = ff; + GS_CSR = 1 << GS_CSR_RESET_O; + __asm__("sync.p; nop"); + GsPutIMR(0xff00); + SetGsCrt(gsCrtState.inter, gsCrtState.mode, gsCrtState.ff); +} + +uint gsAllocPtr = 0; + +void +GsInitDispCtx(GsDispCtx *disp, int width, int height, int psm) +{ + int magh, magv; + int dx, dy; + int dw, dh; + + dx = gsCrtState.mode == GS_NTSC ? 636 : 656; + dy = gsCrtState.mode == GS_NTSC ? 25 : 36; + magh = 2560/width - 1; + magv = 0; + dw = 2560-1; + dh = height-1; + + if(gsCrtState.inter == GS_INTERLACED){ + dy *= 2; + if(gsCrtState.ff == GS_FRAME) + dh = (dh+1)*2-1; + } + + disp->pmode.d = GS_MAKE_PMODE(0, 1, 1, 1, 0, 0x00); +// disp->bgcolor.d = 0x404040; + disp->bgcolor.d = 0x000000; + disp->dispfb1.d = 0; + disp->dispfb2.d = GS_MAKE_DISPFB(0, width/64, psm, 0, 0); + disp->display1.d = 0; + disp->display2.d = GS_MAKE_DISPLAY(dx, dy, magh, magv, dw, dh); +} + +void +GsPutDispCtx(GsDispCtx *disp) +{ + GS_PMODE = disp->pmode.d; + GS_DISPFB1 = disp->dispfb1.d; + GS_DISPLAY1 = disp->display1.d; + GS_DISPFB2 = disp->dispfb2.d; + GS_DISPLAY2 = disp->display2.d; + GS_BGCOLOR = disp->bgcolor.d; +} + +void +GsInitDrawCtx(GsDrawCtx *draw, int width, int height, int psm, int zpsm) +{ + MAKE128(draw->gifTag, 0xe, + GIF_MAKE_TAG(8, 1, 0, 0, GIF_PACKED, 1)); + draw->frame1.d = GS_MAKE_FRAME(0, width/64, psm, 0); + draw->ad_frame1 = GS_FRAME_1; + draw->frame2.d = draw->frame1.d; + draw->ad_frame2 = GS_FRAME_2; + draw->zbuf1.d = GS_MAKE_ZBUF(0, zpsm, 0); + draw->ad_zbuf1 = GS_ZBUF_1; + draw->zbuf2.d = draw->zbuf1.d; + draw->ad_zbuf2 = GS_ZBUF_2; + draw->xyoffset1.d = GS_MAKE_XYOFFSET(2048<<4, 2048<<4); + draw->ad_xyoffset1 = GS_XYOFFSET_1; + draw->xyoffset2.d = draw->xyoffset1.d; + draw->ad_xyoffset2 = GS_XYOFFSET_2; + draw->scissor1.d = GS_MAKE_SCISSOR(0, width-1, 0, height-1); + draw->ad_scissor1 = GS_SCISSOR_1; + draw->scissor2.d = draw->scissor1.d; + draw->ad_scissor2 = GS_SCISSOR_2; +} + +void +GsPutDrawCtx(GsDrawCtx *draw) +{ +// printquad(*(uint128*)&draw->frame1); + toGIF(draw, 9); +} + +void +GsInitCtx(GsCtx *ctx, int width, int height, int psm, int zpsm) +{ + uint fbsz, zbsz; + uint fbp, zbp; + fbsz = (width*height*psmsizemap[psm] + 2047)/2048; + zbsz = (width*height*psmsizemap[0x30|zpsm] + 2047)/2048; + gsAllocPtr = 2*fbsz + zbsz; + fbp = fbsz; + zbp = fbsz*2; + + GsInitDispCtx(&ctx->disp[0], width, height, psm); + GsInitDispCtx(&ctx->disp[1], width, height, psm); + GsInitDrawCtx(&ctx->draw[0], width, height, psm, zpsm); + GsInitDrawCtx(&ctx->draw[1], width, height, psm, zpsm); + ctx->disp[1].dispfb2.f.FBP = fbp/4; + ctx->draw[0].frame1.f.FBP = fbp/4; + ctx->draw[0].frame2.f.FBP = fbp/4; + ctx->draw[0].zbuf1.f.ZBP = zbp/4; + ctx->draw[0].zbuf2.f.ZBP = zbp/4; + ctx->draw[1].zbuf1.f.ZBP = zbp/4; + ctx->draw[1].zbuf2.f.ZBP = zbp/4; +} + +void +initrender(void) +{ + uint128 *p, tmp; + p = packetbuf; + MAKE128(tmp, 0xe, GIF_MAKE_TAG(2, 1, 0, 0, GIF_PACKED, 1)); + *p++ = tmp; + MAKE128(tmp, GS_PRMODECONT, 1); + *p++ = tmp; + MAKE128(tmp, GS_COLCLAMP, 1); + *p++ = tmp; + toGIF(packetbuf, 3); +} + +void +clearscreen(int r, int g, int b) +{ + int x, y; + uint128 *p, tmp; + p = packetbuf; + + x = (2048 + WIDTH)<<4; + y = (2048 + HEIGHT)<<4; + + MAKE128(tmp, 0xe, GIF_MAKE_TAG(5, 1, 0, 0, GIF_PACKED, 1)); + *p++ = tmp; + MAKE128(tmp, GS_TEST_1, GS_MAKE_TEST(0, 0, 0, 0, 0, 0, 1, 1)); + *p++ = tmp; + MAKE128(tmp, GS_PRIM, GS_MAKE_PRIM(GS_PRIM_SPRITE,0,0,0,0,0,0,0,0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(r, g, b, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(2048<<4, 2048<<4, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x, y, 0)); + *p++ = tmp; + toGIF(packetbuf, 6); +} + +void +drawtest(void) +{ + int x0, x1, x2, x3; + int y0, y1, y2; + uint128 *p, tmp; + int n; + + x0 = 2048<<4; + x1 = (2048 + 210)<<4; + x2 = (2048 + 430)<<4; + x3 = (2048 + 640)<<4; + y0 = 2048<<4; + y1 = (2048 + 224)<<4; + y2 = (2048 + 448)<<4; + + n = 2 + 3*7; + p = packetbuf; + MAKEQ(tmp, 0x70000000 | n+1, 0, 0, 0); + *p++ = tmp; + MAKE128(tmp, 0xe, GIF_MAKE_TAG(n, 1, 0, 0, GIF_PACKED, 1)); + *p++ = tmp; + MAKE128(tmp, GS_TEST_1, GS_MAKE_TEST(0, 0, 0, 0, 0, 0, 1, 1)); + *p++ = tmp; + MAKE128(tmp, GS_PRIM, GS_MAKE_PRIM(GS_PRIM_SPRITE,0,0,0,0,0,0,0,0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(255, 0, 0, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x0, y0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x1, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(0, 255, 0, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x1, y0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x2, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(0, 0, 255, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x2, y0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x3, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(0, 255, 255, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x0, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x1, y2, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(255, 0, 255, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x1, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x2, y2, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(255, 255, 0, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x2, y1, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x3, y2, 0)); + *p++ = tmp; + MAKE128(tmp, GS_RGBAQ, GS_MAKE_RGBAQ(255, 255, 255, 0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ((2048+20)<<4, y0, 0)); + *p++ = tmp; + MAKE128(tmp, GS_XYZ2, GS_MAKE_XYZ(x3, (2048+20)<<4, 0)); + *p++ = tmp; + toGIFchain(packetbuf); +} + +void +drawtri(void) +{ + uint128 *p, tmp; + uint32 *ip; + int nverts, n; + + nverts = 3; + n = 2*nverts; + p = packetbuf; + MAKEQ(tmp, 0x70000000 | n+1, 0, 0, 0); + *p++ = tmp; + MAKE128(tmp, (0x5<<4) | 0x1, + GIF_MAKE_TAG(nverts, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI, 1, 0, 0, 0, 0, 0, 0, 0), GIF_PACKED, 2)); + *p++ = tmp; + MAKEQ(tmp, 255, 0, 0, 0); + *p++ = tmp; + MAKEQ(tmp, (2048+85)<<4, (2048+70)<<4, 0, 0); + *p++ = tmp; + MAKEQ(tmp, 0, 255, 0, 0); + *p++ = tmp; + MAKEQ(tmp, (2048+260)<<4, (2048+200)<<4, 0, 0); + *p++ = tmp; + MAKEQ(tmp, 0, 0, 255, 0); + *p++ = tmp; + MAKEQ(tmp, (2048+180)<<4, (2048+350)<<4, 0, 0); + *p++ = tmp; + toGIFchain(packetbuf); +} + +void +printMatrix(rw::Matrix *m) +{ + rw::V3d *x = &m->right; + rw::V3d *y = &m->up; + rw::V3d *z = &m->at; + rw::V3d *w = &m->pos; + printf( + "[ [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" + " [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" + " [ %8.4f, %8.4f, %8.4f, %8.4f ]\n" + " [ %8.4f, %8.4f, %8.4f, %8.4f ] ]\n" + " %08x == flags\n", + x->x, y->x, z->x, w->x, + x->y, y->y, z->y, w->y, + x->z, y->z, z->z, w->z, + 0.0f, 0.0f, 0.0f, 1.0f, + m->flags); +} + +// This is not proper data, just for testing +void +setupLight(rw::Atomic *atomic) +{ + using namespace rw; + Matrix *lightmat; + float32 *lp; + + numLightQ = 0; + lp = (float32*)lightpacket; + + // TODO: this is the wrong matrix. we actually want to + // transform the light, not all normals. + lightmat = atomic->getFrame()->getLTM(); + *lp++ = lightmat->right.x; + *lp++ = lightmat->right.y; + *lp++ = lightmat->right.z; + *lp++ = 0.0f; + *lp++ = lightmat->up.x; + *lp++ = lightmat->up.y; + *lp++ = lightmat->up.z; + *lp++ = 0.0f; + *lp++ = lightmat->at.x; + *lp++ = lightmat->at.y; + *lp++ = lightmat->at.z; + *lp++ = 0.0f; + *lp++ = lightmat->pos.x; + *lp++ = lightmat->pos.y; + *lp++ = lightmat->pos.z; + *lp++ = 1.0f; + // TODO: make a proper light block + // ambient + *lp++ = 80.0f; + *lp++ = 80.0f; + *lp++ = 80.0f; + *lp++ = 0.0f; + // directional + *lp++ = 0.5f; + *lp++ = -0.5f; + *lp++ = -0.7071f; + *lp++ = 0.0f; + numLightQ = 6; +} + +void +setupTransform(rw::Atomic *atomic, rw::Matrix *trans) +{ + rw::Matrix::mult(trans, atomic->getFrame()->getLTM(), &camera->viewMatrix); +} + +enum { + DMAcnt = 0x10000000, + DMAref = 0x30000000, + DMAcall = 0x50000000, + DMAret = 0x60000000, + DMAend = 0x70000000, + + V4_32 = 0x6C +}; + +#define UNPACK(type, nq, offset) ((type)<<24 | (nq)<<16 | (offset)) +#define STCYCL(WL,CL) (0x01000000 | (WL)<<8 | (CL)) + +void +drawAtomic(rw::Atomic *atomic) +{ + using namespace rw; + + Matrix trans; + Geometry *geo; + ps2::ObjPipeline *pipe; + ps2::MatPipeline *matpipe; + Material *material; + uint128 tmp, *lp; + uint32 *vec; + RGBAf color; + int i; + + geo = atomic->geometry; + pipe = (ps2::ObjPipeline*)atomic->getPipeline(); + if(pipe->platform != PLATFORM_PS2) + return; + + setupLight(atomic); + setupTransform(atomic, &trans); + + curVifPtr = packetbuf; + // upload lights + MAKEQ(tmp, DMAcnt | numLightQ+8, 0, STCYCL(4,4), UNPACK(V4_32, numLightQ, 0x3d0)); + *curVifPtr++ = tmp; + for(lp = lightpacket; numLightQ--;) + *curVifPtr++ = *lp++; + + // upload transformation matrix + MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 4, 0x3f0)); + *curVifPtr++ = tmp; + vec = (uint32*)&trans.right; + MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]); + *curVifPtr++ = tmp; + vec = (uint32*)&trans.up; + MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]); + *curVifPtr++ = tmp; + vec = (uint32*)&trans.at; + MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]); + *curVifPtr++ = tmp; + vec = (uint32*)&trans.pos; + MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]); + *curVifPtr++ = tmp; + + // upload camera/screen info + MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 2, 0x3f7)); + *curVifPtr++ = tmp; + *curVifPtr++ = vuXYZScale; + *curVifPtr++ = vuXYZOffset; + + assert(geo->instData != NULL); + rw::ps2::InstanceDataHeader *instData = + (rw::ps2::InstanceDataHeader*)geo->instData; + rw::MeshHeader *meshHeader = geo->meshHeader; + rw::Mesh *mesh; + for(i = 0; i < instData->numMeshes; i++){ + material = instData->instanceMeshes[i].material; + matpipe = pipe->groupPipeline; + if(matpipe == nil) + matpipe = (ps2::MatPipeline*)material->pipeline; + if(matpipe == nil) + matpipe = ps2::defaultMatPipe; + + // call vu code + MAKEQ(tmp, DMAcall, (uint32)skinPipe, 0, 0); + *curVifPtr++ = tmp; + // unpack GIF tag, material color, surface properties + MAKEQ(tmp, DMAcnt | 3, 0, STCYCL(4,4), UNPACK(V4_32, 3, 0x3fa)); + *curVifPtr++ = tmp; + MAKE128(tmp, 0x412, + GIF_MAKE_TAG(0, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI_STRIP,1,0,0,0,0,0,0,0), GIF_PACKED, 3)); + *curVifPtr++ = tmp; + convColor(&color, &material->color); + color.alpha *= 128.0f/255.0f; + MAKEQ(tmp, *(uint32*)&color.red, *(uint32*)&color.green, + *(uint32*)&color.blue, *(uint32*)&color.alpha); + *curVifPtr++ = tmp; + MAKEQ(tmp, *(uint32*)&material->surfaceProps.ambient, + *(uint32*)&material->surfaceProps.specular, + *(uint32*)&material->surfaceProps.diffuse, + 0.0f); // extra + *curVifPtr++ = tmp; + // call geometry + MAKEQ(tmp, DMAcall, (uint32)instData->instanceMeshes[i].data, 0x03000000, 0x02000000 | matpipe->vifOffset); + *curVifPtr++ = tmp; + } + MAKEQ(tmp, DMAend, 0, 0, 0); + *curVifPtr++ = tmp; +// for(lp = packetbuf; lp < curVifPtr; lp++) +// printquad4(*lp); + toVIF1chain(packetbuf); +} + +void +beginCamera(void) +{ + uint128 *p, tmp; + float32 *f; + + p = packetbuf; + MAKE128(tmp, 0xe, GIF_MAKE_TAG(2, 1, 0, 0, GIF_PACKED, 1)); + *p++ = tmp; + MAKE128(tmp, GS_XYOFFSET_1, GS_MAKE_XYOFFSET(2048-WIDTH/2 <<4, 2048-HEIGHT/2 <<4)); + *p++ = tmp; + MAKE128(tmp, GS_TEST_1, GS_MAKE_TEST(0, 0, 0, 0, 0, 0, 1, 2)); + *p++ = tmp; + toGIF(packetbuf, 3); + f = (float32*)&vuXYZScale; + f[0] = WIDTH; + f[1] = HEIGHT; + f[2] = camera->zScale; + f[3] = 0.0f; + f = (float32*)&vuXYZOffset; + f[0] = 2048.0f; + f[1] = 2048.0f; + f[2] = camera->zShift; + f[3] = 0.0f; +} + +rw::EngineOpenParams engineOpenParams; + +void +pluginattach(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); +} + +bool32 +initrw(void) +{ + rw::version = 0x34000; + rw::platform = rw::PLATFORM_PS2; + if(!rw::Engine::init()) + return 0; + pluginattach(); + if(!rw::Engine::open(&engineOpenParams)) + return 0; + if(!rw::Engine::start()) + return 0; + rw::Texture::setLoadTextures(0); + + rw::TexDictionary::setCurrent(rw::TexDictionary::create()); + rw::Image::setSearchPath("."); + + world = rw::World::create(); + camera = rw::Camera::create(); + camera->frameBuffer = rw::Raster::create(WIDTH, HEIGHT, 0, rw::Raster::CAMERA); + camera->zBuffer = rw::Raster::create(WIDTH, HEIGHT, 0, rw::Raster::ZBUFFER); + camera->setFrame(rw::Frame::create()); + rw::V3d t = { 0.0f, 0.0f, -4.0f }; +// rw::V3d t = { 0.0f, 0.0f, -40.0f }; + camera->getFrame()->translate(&t, rw::COMBINEPOSTCONCAT); + rw::V3d axis = { 0.0f, 1.0f, 0.0f }; + camera->getFrame()->rotate(&axis, 40.0f, rw::COMBINEPOSTCONCAT); + camera->setNearPlane(0.1f); + camera->setFarPlane(450.0f); + camera->setFOV(60.0f, 4.0f/3.0f); + world->addCamera(camera); + return 1; +} + +int vsynchInt = 0; + +int +vsynch(int id) +{ + vsynchInt = 1; + frames++; + ExitHandler(); + return 0; +} + +int +main() +{ + FlushCache(0); + if(!initrw()){ + printf("init failed!\n"); + for(;;); + } + + rw::uint32 len; + rw::uint8 *data = rw::getFileContents("host:player.DFF", &len); +// rw::uint8 *data = rw::getFileContents("host:od_newscafe_dy.dff", &len); + rw::StreamMemory in; + in.open(data, len); + rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL); + rw::Clump *clump = rw::Clump::streamRead(&in); + in.close(); + rwFree(data); + + GsCtx gsCtx; + + dmaReset(); + +// GsResetCrt(GS_NONINTERLACED, GS_NTSC, 0); +// GsInitCtx(&gsCtx, 640, 224, GS_PSMCT32, GS_PSMZ32); + +// GsResetCrt(GS_INTERLACED, GS_NTSC, GS_FRAME); +// GsInitCtx(&gsCtx, 640, 224, GS_PSMCT32, GS_PSMZ32); + + GsResetCrt(GS_INTERLACED, VMODE, GS_FIELD); + GsInitCtx(&gsCtx, WIDTH, HEIGHT, GS_PSMCT32, GS_PSMZ32); + + initrender(); + + AddIntcHandler(2, vsynch, 0); + EnableIntc(2); + + GsPutDrawCtx(&gsCtx.draw[0]); + GsPutDispCtx(&gsCtx.disp[1]); + // PCSX2 needs a delay for some reason + { int i; for(i = 0; i < 1000000; i++); } + clearscreen(0x80, 0x80, 0x80); +// drawtest(); +// drawtri(); + + float angle = 40.0f; + int drawbuf = 0; + int dispbuf = 1; + for(;;){ + clearscreen(0x80, 0x80, 0x80); + + rw::V3d t = { 0.0f, 0.0f, -4.0f }; + camera->getFrame()->translate(&t, rw::COMBINEREPLACE); + rw::V3d axis = { 0.0f, 1.0f, 0.0f }; + camera->getFrame()->rotate(&axis, angle, rw::COMBINEPOSTCONCAT); + angle += 1.0f; + + camera->beginUpdate(); + beginCamera(); + FORLIST(lnk, clump->atomics) + drawAtomic(rw::Atomic::fromClump(lnk)); + camera->endUpdate(); + printf(""); + + while(vsynchInt == 0); + GsPutDrawCtx(&gsCtx.draw[drawbuf]); + GsPutDispCtx(&gsCtx.disp[dispbuf]); + drawbuf = !drawbuf; + dispbuf = !dispbuf; + vsynchInt = 0; + } +/* + camera->beginUpdate(); + beginCamera(); + FORLIST(lnk, clump->atomics) + drawAtomic(rw::Atomic::fromClump(lnk)); + camera->endUpdate(); + + printf("hello %p\n", clump); + for(;;) + printf(""); +*/ + + return 0; +} diff --git a/tools/ps2test/mem.h b/tools/ps2test/mem.h new file mode 100644 index 0000000..088c1d4 --- /dev/null +++ b/tools/ps2test/mem.h @@ -0,0 +1,95 @@ +/* FIFOs */ +#define VIF0_FIFO (*(volatile uint128*)0x10004000) +#define VIF1_FIFO (*(volatile uint128*)0x10005000) +#define GIF_FIFO (*(volatile uint128*)0x10006000) +#define IPU_out_FIFO (*(volatile uint128*)0x10007000) +#define IPU_in_FIFO (*(volatile uint128*)0x10007010) + +/* DMA channels */ +// to VIF0 +#define D0_CHCR (*(volatile uint32*)0x10008000) +#define D0_MADR (*(volatile uint32*)0x10008010) +#define D0_QWC (*(volatile uint32*)0x10008020) +#define D0_TADR (*(volatile uint32*)0x10008030) +#define D0_ASR0 (*(volatile uint32*)0x10008040) +#define D0_ASR1 (*(volatile uint32*)0x10008050) +// VIF1 +#define D1_CHCR (*(volatile uint32*)0x10009000) +#define D1_MADR (*(volatile uint32*)0x10009010) +#define D1_QWC (*(volatile uint32*)0x10009020) +#define D1_TADR (*(volatile uint32*)0x10009030) +#define D1_ASR0 (*(volatile uint32*)0x10009040) +#define D1_ASR1 (*(volatile uint32*)0x10009050) +// to GIF +#define D2_CHCR (*(volatile uint32*)0x1000a000) +#define D2_MADR (*(volatile uint32*)0x1000a010) +#define D2_QWC (*(volatile uint32*)0x1000a020) +#define D2_TADR (*(volatile uint32*)0x1000a030) +#define D2_ASR0 (*(volatile uint32*)0x1000a040) +#define D2_ASR1 (*(volatile uint32*)0x1000a050) +// fromIPU +#define D3_CHCR (*(volatile uint32*)0x1000b000) +#define D3_MADR (*(volatile uint32*)0x1000b010) +#define D3_QWC (*(volatile uint32*)0x1000b020) +// toIPU +#define D4_CHCR (*(volatile uint32*)0x1000b400) +#define D4_MADR (*(volatile uint32*)0x1000b410) +#define D4_QWC (*(volatile uint32*)0x1000b420) +#define D4_TADR (*(volatile uint32*)0x1000b430) +// from SIF0 +#define D5_CHCR (*(volatile uint32*)0x1000c000) +#define D5_MADR (*(volatile uint32*)0x1000c010) +#define D5_QWC (*(volatile uint32*)0x1000c020) +// to SIF1 +#define D6_CHCR (*(volatile uint32*)0x1000c400) +#define D6_MADR (*(volatile uint32*)0x1000c410) +#define D6_QWC (*(volatile uint32*)0x1000c420) +#define D6_TADR (*(volatile uint32*)0x1000c430) +// SIF2 +#define D7_CHCR (*(volatile uint32*)0x1000c800) +#define D7_MADR (*(volatile uint32*)0x1000c810) +#define D7_QWC (*(volatile uint32*)0x1000c820) +// fromSPR +#define D8_CHCR (*(volatile uint32*)0x1000d000) +#define D8_MADR (*(volatile uint32*)0x1000d010) +#define D8_QWC (*(volatile uint32*)0x1000d020) +#define D8_SADR (*(volatile uint32*)0x1000d080) +// toSPR +#define D9_CHCR (*(volatile uint32*)0x1000d400) +#define D9_MADR (*(volatile uint32*)0x1000d410) +#define D9_QWC (*(volatile uint32*)0x1000d420) +#define D9_TADR (*(volatile uint32*)0x1000d430) +#define D9_SADR (*(volatile uint32*)0x1000d480) + +/* DMA controller */ +#define D_CTRL (*(volatile uint32*)0x1000e000) +#define D_STAT (*(volatile uint32*)0x1000e010) +#define D_PCR (*(volatile uint32*)0x1000e020) +#define D_SQWC (*(volatile uint32*)0x1000e030) +#define D_RBSR (*(volatile uint32*)0x1000e040) +#define D_RBOR (*(volatile uint32*)0x1000e050) +#define D_STADR (*(volatile uint32*)0x1000e060) +#define D_ENABLER (*(volatile uint32*)0x1000f520) +#define D_ENABLEW (*(volatile uint32*)0x1000f590) + + +/* GS privileged registers */ +#define GS_PMODE (*(volatile uint64*)0x12000000) +#define GS_SMODE1 (*(volatile uint64*)0x12000010) +#define GS_SMODE2 (*(volatile uint64*)0x12000020) +#define GS_SRFSH (*(volatile uint64*)0x12000030) +#define GS_SYNCH1 (*(volatile uint64*)0x12000040) +#define GS_SYNCH2 (*(volatile uint64*)0x12000050) +#define GS_SYNCV (*(volatile uint64*)0x12000060) +#define GS_DISPFB1 (*(volatile uint64*)0x12000070) +#define GS_DISPLAY1 (*(volatile uint64*)0x12000080) +#define GS_DISPFB2 (*(volatile uint64*)0x12000090) +#define GS_DISPLAY2 (*(volatile uint64*)0x120000a0) +#define GS_EXTBUF (*(volatile uint64*)0x120000b0) +#define GS_EXTDATA (*(volatile uint64*)0x120000c0) +#define GS_EXTWRITE (*(volatile uint64*)0x120000d0) +#define GS_BGCOLOR (*(volatile uint64*)0x120000e0) +#define GS_CSR (*(volatile uint64*)0x12001000) +#define GS_IMR (*(volatile uint64*)0x12001010) +#define GS_BUSDIR (*(volatile uint64*)0x12001040) +#define GS_SIGLBLID (*(volatile uint64*)0x12001080) diff --git a/tools/ps2test/ps2.h b/tools/ps2test/ps2.h new file mode 100644 index 0000000..ced015a --- /dev/null +++ b/tools/ps2test/ps2.h @@ -0,0 +1,23 @@ +#include + +typedef int quad __attribute__((mode(TI))); +typedef int int128 __attribute__((mode(TI))); +typedef unsigned int uquad __attribute__((mode(TI))); +typedef unsigned int uint128 __attribute__((mode(TI))); + +#define MAKE128(RES,MSB,LSB) \ + __asm__ ( "pcpyld %0, %1, %2" : "=r" (RES) : "r" ((uint64)MSB), "r" ((uint64)LSB)) +#define UINT64(LOW,HIGH) (((uint64)HIGH)<<32 | ((uint64)LOW)) +#define MAKEQ(RES,W0,W1,W2,W3) MAKE128(RES,UINT64(W2,W3),UINT64(W0,W1)) + +#define BIT64(v,s) (((uint64)(v)) << (s)) + +#include "mem.h" +#include "gs.h" + +extern uint128 packetbuf[128]; + +void waitDMA(volatile uint32 *chcr); +void toGIF(void *src, int n); + +void drawcube(void); diff --git a/tools/ps2test/vu/defaultpipe.dsm b/tools/ps2test/vu/defaultpipe.dsm new file mode 100644 index 0000000..ae3fa39 --- /dev/null +++ b/tools/ps2test/vu/defaultpipe.dsm @@ -0,0 +1,93 @@ +.global defaultPipe + +.equ vertexTop, 0x3d0 +.equ numInAttribs, 4 +.equ numOutAttribs, 3 +.equ numOutBuf, 2 +.equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf)) +.equ offset, (vertCount*numInAttribs) +.equ outBuf1, (2*offset) +.equ outSize, ((vertexTop-outBuf1-2)/2) +.equ outBuf2, (outBuf1+outSize) + +.equ lightMat, 0x3d0 +.equ ambientLight, 0x3d4 +.equ lightDir, 0x3d5 + +.equ matrix, 0x3f0 +.equ XYZScale, 0x3f7 +.equ XYZOffset, 0x3f8 +.equ gifTag, 0x3fa +.equ matColor, 0x3fb +.equ surfProps, 0x3fc + + +.balign 16,0 +defaultPipe: +DMAret * +MPG 0, * +.vu +Start: +#include "setup_persp.vu" +Cnt: + NOP XTOP VI02 ; input pointer + NOP LQ VF01, gifTag(VI00) + NOP XITOP VI01 ; vertex count + NOP IADDIU VI05, VI00, 0x4000 + NOP IADD VI05, VI05, VI05 + NOP IOR VI05, VI05, VI01 + NOP SQ VF01, 0(VI12) + NOP ISW.x VI05, 0(VI12) + NOP IADDIU VI03, VI12, 1 ; output pointer + NOP LQ VF18, lightMat(VI00) + NOP LQ VF19, lightMat+1(VI00) + NOP LQ VF20, lightMat+2(VI00) + +Loop: + NOP LQI VF01, (VI02++) ; vertex + NOP LQI VF02, (VI02++) ; UV + NOP LQI VF03, (VI02++) ; color + NOP LQI VF04, (VI02++) ; normal + + MULAw.xyzw ACC, VF31, VF00w NOP ; transform vertex + MADDAx.xyw ACC, VF28, VF01x NOP + MADDAy.xyw ACC, VF29, VF01y NOP + MADDz.xyzw VF01, VF30, VF01z NOP + ITOF0 VF03, VF03 NOP + ITOF0[I] VF04, VF04 LOI 0.0078125 ; - normal scale + NOP NOP + NOP DIV Q, VF00w, VF01w + NOP WAITQ + MULq VF01, VF01, Q NOP ; perspective division + MULi VF04, VF04, I NOP ; scale normal + NOP MR32.z VF02, VF00 + NOP NOP + SUB.w VF01, VF01, VF01 NOP + MULAx.xyz ACC, VF18, VF04x NOP ; transform normal + MADDAy.xyz ACC, VF19, VF04y NOP + MADDz.xyz VF04, VF20, VF04z NOP + ADD.xyz VF01, VF01, VF25 NOP + MULq VF02, VF02, Q NOP + NOP NOP + FTOI0 VF03, VF03 NOP + FTOI4 VF01, VF01 NOP + NOP SQ VF04, -2(VI02) ; store normal + NOP IADDI VI01, VI01, -1 + NOP SQI VF02, (VI03++) ; STQ + NOP SQI VF03, (VI03++) ; color + NOP SQI VF01, (VI03++) ; vertex + NOP IBNE VI01, VI00, Loop + NOP NOP + +#include "light.vu" + + NOP XGKICK VI12 + NOP IADD VI15,VI00,VI12 + NOP IADD VI12,VI00,VI13 + NOP[E] IADD VI13,VI00,VI15 + NOP NOP + NOP B Cnt + NOP NOP + +.EndMPG +.EndDmaData diff --git a/tools/ps2test/vu/light.vu b/tools/ps2test/vu/light.vu new file mode 100644 index 0000000..8f7a31c --- /dev/null +++ b/tools/ps2test/vu/light.vu @@ -0,0 +1,94 @@ +; Ambient light: + NOP LQ VF26, ambientLight(VI00) + NOP XITOP VI01 + NOP IADDIU VI03, VI12, 2 +Ambloop: + NOP LQ VF03, 0(VI03) ; output color + NOP NOP + NOP NOP + NOP NOP + ITOF0 VF03, VF03 NOP + NOP NOP + NOP NOP + NOP NOP + ADD.xyz VF03, VF03, VF26 NOP + NOP NOP + NOP NOP + NOP NOP + FTOI0 VF03, VF03 NOP + NOP IADDI VI01, VI01, -1 + NOP IADDIU VI03, VI03, numOutAttribs + NOP IBNE VI01, VI00, Ambloop + NOP SQ VF03, -numOutAttribs(VI03) +; end amblight + +; Direct Light + NOP LQ VF26, lightDir(VI00) + NOP XITOP VI01 + NOP XTOP VI02 + NOP IADDIU VI03, VI12, 2 + SUB.xyz VF26, VF00, VF26 NOP +Dirloop: + NOP LQ VF01, 3(VI02); ; normal + NOP LQ VF02, 0(VI03); ; output color + NOP NOP + NOP NOP + MUL VF03, VF01, VF26 NOP + ITOF0 VF02, VF02 NOP + NOP NOP + NOP NOP + ADDy.x VF03, VF03, VF03y NOP + NOP NOP + NOP NOP + NOP NOP + ADDz.x VF03, VF03, VF03z NOP + NOP NOP + NOP NOP + NOP NOP + MAX.x VF03, VF00, VF03 NOP ; clamp to 0 + NOP[I] LOI 255 + NOP NOP + NOP NOP + MULi.x VF03, VF03, I NOP + NOP NOP + NOP NOP + NOP NOP + ADDx.xyz VF02, VF02, VF03x NOP + NOP NOP + NOP NOP + NOP NOP + FTOI0 VF02, VF02 NOP + NOP IADDI VI01, VI01, -1 + NOP IADDIU VI02, VI02, numInAttribs + NOP IADDIU VI03, VI03, numOutAttribs + NOP IBNE VI01, VI00, Dirloop + NOP SQ VF02, -numOutAttribs(VI03) +; end dirlight + +; Material color and clamp + NOP LQ VF27, matColor(VI00) + NOP XITOP VI01 + NOP IADDIU VI03, VI12, 2 +Colorloop: + NOP LQ VF03, 0(VI03) + NOP NOP + NOP NOP + NOP NOP + ITOF0 VF03, VF03 NOP + NOP NOP + NOP NOP + NOP NOP + MUL VF03, VF03, VF27 NOP + NOP[I] LOI 255 + NOP NOP + NOP NOP + MINIi VF03, VF03, I NOP + NOP NOP + NOP NOP + NOP NOP + FTOI0 VF03, VF03 NOP + NOP IADDI VI01, VI01, -1 + NOP IADDIU VI03, VI03, numOutAttribs + NOP IBNE VI01, VI00, Colorloop + NOP SQ VF03, -numOutAttribs(VI03) +; end material color diff --git a/tools/ps2test/vu/setup_persp.vu b/tools/ps2test/vu/setup_persp.vu new file mode 100644 index 0000000..b9ea42f --- /dev/null +++ b/tools/ps2test/vu/setup_persp.vu @@ -0,0 +1,39 @@ +/* This is the the projection matrix we start with: + * 1/2w 0 ox/2w + 1/2 -ox/2w + * 0 -1/2h -oy/2h + 1/2 oy/2h + * 0 0 1 0 + * 0 0 1 0 + * To get rid of the +1/2 in the combined matrix we + * subtract the z-row/2 from the x- and y-rows. + * + * The z-row is then set to [0 0 0 1] such that multiplication + * by XYZscale gives [0 0 0 zScale]. After perspective division + * and addition of XYZoffset we then get zScale/w + zShift for z. + * + * XYZScale scales xy to the resolution and z by zScale. + * XYZOffset translates xy to the GS coordinate system (where + * [2048, 2048] is the center of the frame buffer) and add zShift to z. + */ + +; constant: +; VF28-VF31 transformation matrix +; VF25 XYZ offset + + + SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0 + SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix + SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix + ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix + NOP LQ VF31, matrix+3(VI00) ; - load matrix + MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale + MULi.w VF21, VF29, I NOP ; fix matrix + MULi.w VF22, VF30, I NOP ; fix matrix + MULi.w VF23, VF31, I NOP ; fix matrix + SUBw.xy VF28, VF28, VF20 NOP ; fix matrix + SUBw.xy VF29, VF29, VF21 NOP ; fix matrix + SUBw.xy VF30, VF30, VF22 NOP ; fix matrix + SUBw.xy VF31, VF31, VF23 NOP ; fix matrix + MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix + MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix + MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix + MUL.xyz VF31, VF31, VF01 NOP ; scale matrix diff --git a/tools/ps2test/vu/skinpipe.dsm b/tools/ps2test/vu/skinpipe.dsm new file mode 100644 index 0000000..18536cd --- /dev/null +++ b/tools/ps2test/vu/skinpipe.dsm @@ -0,0 +1,94 @@ +.global skinPipe + +.equ vertexTop, 0x2d0 +.equ numInAttribs, 5 +.equ numOutAttribs, 3 +.equ numOutBuf, 2 +.equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf)) +.equ offset, (vertCount*numInAttribs) +.equ outBuf1, (2*offset) +.equ outSize, ((vertexTop-outBuf1-2)/2) +.equ outBuf2, (outBuf1+outSize) + +.equ lightMat, 0x3d0 +.equ ambientLight, 0x3d4 +.equ lightDir, 0x3d5 + +.equ matrix, 0x3f0 +.equ XYZScale, 0x3f7 +.equ XYZOffset, 0x3f8 +.equ gifTag, 0x3fa +.equ matColor, 0x3fb +.equ surfProps, 0x3fc + + +.balign 16,0 +skinPipe: +DMAret * +MPG 0, * +.vu +Start: +#include "setup_persp.vu" +Cnt: + NOP XTOP VI02 ; input pointer + NOP LQ VF01, gifTag(VI00) + NOP XITOP VI01 ; vertex count + NOP IADDIU VI05, VI00, 0x4000 + NOP IADD VI05, VI05, VI05 + NOP IOR VI05, VI05, VI01 + NOP SQ VF01, 0(VI12) + NOP ISW.x VI05, 0(VI12) + NOP IADDIU VI03, VI12, 1 ; output pointer + NOP LQ VF18, lightMat(VI00) + NOP LQ VF19, lightMat+1(VI00) + NOP LQ VF20, lightMat+2(VI00) + +Loop: + NOP LQI VF01, (VI02++) ; vertex + NOP LQI VF02, (VI02++) ; UV + NOP LQI VF03, (VI02++) ; color + NOP LQI VF04, (VI02++) ; normal + NOP IADDIU VI02, VI02, 1 ; skip weights + + MULAw.xyzw ACC, VF31, VF00w NOP ; transform vertex + MADDAx.xyw ACC, VF28, VF01x NOP + MADDAy.xyw ACC, VF29, VF01y NOP + MADDz.xyzw VF01, VF30, VF01z NOP + ITOF0 VF03, VF03 NOP + ITOF0[I] VF04, VF04 LOI 0.0078125 ; - normal scale + NOP NOP + NOP DIV Q, VF00w, VF01w + NOP WAITQ + MULq VF01, VF01, Q NOP ; perspective division + MULi VF04, VF04, I NOP ; scale normal + NOP MR32.z VF02, VF00 + NOP NOP + SUB.w VF01, VF01, VF01 NOP + MULAx.xyz ACC, VF18, VF04x NOP ; transform normal + MADDAy.xyz ACC, VF19, VF04y NOP + MADDz.xyz VF04, VF20, VF04z NOP + ADD.xyz VF01, VF01, VF25 NOP + MULq VF02, VF02, Q NOP + NOP NOP + FTOI0 VF03, VF03 NOP + FTOI4 VF01, VF01 NOP + NOP SQ VF04, -2(VI02) ; store normal + NOP IADDI VI01, VI01, -1 + NOP SQI VF02, (VI03++) ; STQ + NOP SQI VF03, (VI03++) ; color + NOP SQI VF01, (VI03++) ; vertex + NOP IBNE VI01, VI00, Loop + NOP NOP + +#include "light.vu" + + NOP XGKICK VI12 + NOP IADD VI15,VI00,VI12 + NOP IADD VI12,VI00,VI13 + NOP[E] IADD VI13,VI00,VI15 + NOP NOP + NOP B Cnt + NOP NOP + +.EndMPG +.EndDmaData diff --git a/tools/ska2anm/CMakeLists.txt b/tools/ska2anm/CMakeLists.txt new file mode 100644 index 0000000..9a315c2 --- /dev/null +++ b/tools/ska2anm/CMakeLists.txt @@ -0,0 +1,20 @@ +add_executable(ska2anm + ska2anm.cpp +) + +target_link_libraries(ska2anm + PUBLIC + librw::librw +) + +if(LIBRW_GL3_GFXLIB MATCHES "SDL[23]") + target_compile_definitions(ska2anm PRIVATE SDL_MAIN_HANDLED) +endif() + +if(LIBRW_INSTALL) + install(TARGETS ska2anm + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + ) +endif() + +librw_platform_target(ska2anm INSTALL) diff --git a/tools/ska2anm/ska2anm.cpp b/tools/ska2anm/ska2anm.cpp new file mode 100644 index 0000000..900ba82 --- /dev/null +++ b/tools/ska2anm/ska2anm.cpp @@ -0,0 +1,83 @@ +#include +#include +#include +#include + +#include +#include + +using namespace rw; + +char *argv0; + +void +usage(void) +{ + fprintf(stderr, "usage: %s in.ska [out.anm]\n", argv0); + fprintf(stderr, " or: %s in.anm [out.ska]\n", argv0); + exit(1); +} + +int +main(int argc, char *argv[]) +{ + rw::Engine::init(); + rw::registerHAnimPlugin(); + rw::Engine::open(nil); + rw::Engine::start(); + + ARGBEGIN{ + case 'v': + sscanf(EARGF(usage()), "%x", &rw::version); + break; + default: + usage(); + }ARGEND; + + if(argc < 1) + usage(); + + StreamFile stream; + if(!stream.open(argv[0], "rb")){ + fprintf(stderr, "Error: couldn't open %s\n", argv[0]); + return 1; + } + + int32 firstword = stream.readU32(); + stream.seek(0, 0); + Animation *anim = nil; + if(firstword == ID_ANIMANIMATION){ + // it's an anm file + if(findChunk(&stream, ID_ANIMANIMATION, nil, nil)) + anim = Animation::streamRead(&stream); + }else{ + // it's a ska file + anim = Animation::streamReadLegacy(&stream); + } + stream.close(); + + if(anim == nil){ + fprintf(stderr, "Error: couldn't read anim file\n"); + return 1; + } + + const char *file; + if(argc > 1) + file = argv[1]; + else if(firstword == ID_ANIMANIMATION) + file = "out.ska"; + else + file = "out.anm"; + if(!stream.open(file, "wb")){ + fprintf(stderr, "Error: couldn't open %s\n", file); + return 1; + } + if(firstword == ID_ANIMANIMATION) + anim->streamWriteLegacy(&stream); + else + anim->streamWrite(&stream); + + anim->destroy(); + + return 0; +} diff --git a/tools/subrast/CMakeLists.txt b/tools/subrast/CMakeLists.txt new file mode 100644 index 0000000..6393734 --- /dev/null +++ b/tools/subrast/CMakeLists.txt @@ -0,0 +1,19 @@ +add_executable(subrast WIN32 + main.cpp + subrast.cpp + subrast.h +) + +target_link_libraries(subrast + PUBLIC + librw::skeleton + librw::librw +) + +add_custom_command( + TARGET subrast POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E make_directory "$/files" + COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/files" "$/files" +) + +librw_platform_target(subrast) diff --git a/tools/subrast/files/clump.dff b/tools/subrast/files/clump.dff new file mode 100644 index 0000000..b65e41d Binary files /dev/null and b/tools/subrast/files/clump.dff differ diff --git a/tools/subrast/files/textures/whiteash.png b/tools/subrast/files/textures/whiteash.png new file mode 100644 index 0000000..aa60569 Binary files /dev/null and b/tools/subrast/files/textures/whiteash.png differ diff --git a/tools/subrast/main.cpp b/tools/subrast/main.cpp new file mode 100644 index 0000000..5dbde8a --- /dev/null +++ b/tools/subrast/main.cpp @@ -0,0 +1,354 @@ +#include +#include +#include + +#include "subrast.h" + +rw::V3d zero = { 0.0f, 0.0f, 0.0f }; +rw::EngineOpenParams engineOpenParams; +float FOV = 70.0f; + +rw::RGBA ForegroundColor = { 200, 200, 200, 255 }; +rw::RGBA BackgroundColor = { 64, 64, 64, 0 }; +rw::RGBA BorderColor = { 128, 128, 128, 0 }; + +rw::Clump *Clump = nil; +rw::Light *MainLight = nil; +rw::Light *AmbientLight = nil; + +rw::World *World; +rw::Charset *Charset; + +const char *SubCameraCaption[4] = { + "Perspective view", + "Parallel view: Z-axis", + "Parallel view: X-axis", + "Parallel view: Y-axis" +}; + +rw::V3d Xaxis = { 1.0f, 0.0, 0.0f }; +rw::V3d Yaxis = { 0.0f, 1.0, 0.0f }; +rw::V3d Zaxis = { 0.0f, 0.0, 1.0f }; + +rw::World* +CreateWorld(void) +{ + rw::BBox bb; + + bb.inf.x = bb.inf.y = bb.inf.z = -100.0f; + bb.sup.x = bb.sup.y = bb.sup.z = 100.0f; + + return rw::World::create(&bb); +} + +rw::Light* +CreateAmbientLight(rw::World *world) +{ + rw::Light *light = rw::Light::create(rw::Light::AMBIENT); + assert(light); + World->addLight(light); + return light; +} + +rw::Light* +CreateMainLight(rw::World *world) +{ + rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL); + assert(light); + rw::Frame *frame = rw::Frame::create(); + assert(frame); + frame->rotate(&Xaxis, 30.0f, rw::COMBINEREPLACE); + frame->rotate(&Yaxis, 30.0f, rw::COMBINEPOSTCONCAT); + light->setFrame(frame); + World->addLight(light); + return light; +} + +rw::Clump* +CreateClump(rw::World *world) +{ + rw::Clump *clump; + rw::StreamFile in; + + rw::Image::setSearchPath("files/textures/"); + const char *filename = "files/clump.dff"; + if(in.open(filename, "rb") == NULL){ + printf("couldn't open file\n"); + return nil; + } + if(!rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL)) + return nil; + clump = rw::Clump::streamRead(&in); + in.close(); + if(clump == nil) + return nil; + + rw::Frame *frame = clump->getFrame(); + frame->rotate(&Xaxis, -120.0f, rw::COMBINEREPLACE); + frame->rotate(&Yaxis, 45.0f, rw::COMBINEPOSTCONCAT); + World->addClump(clump); + return clump; +} + +void +RotateClump(float xAngle, float yAngle) +{ + rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix; + rw::Frame *frame = Clump->getFrame(); + rw::V3d pos = frame->matrix.pos; + + pos = rw::scale(pos, -1.0f); + frame->translate(&pos, rw::COMBINEPOSTCONCAT); + + frame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT); + frame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT); + + pos = rw::scale(pos, -1.0f); + frame->translate(&pos, rw::COMBINEPOSTCONCAT); +} + +void +Initialize(void) +{ + sk::globals.windowtitle = "Sub-raster example"; + sk::globals.width = 1280; + sk::globals.height = 800; + sk::globals.quit = 0; +} + +bool +Initialize3D(void) +{ + if(!sk::InitRW()) + return false; + + Charset = rw::Charset::create(&ForegroundColor, &BackgroundColor); + + World = CreateWorld(); + + AmbientLight = CreateAmbientLight(World); + MainLight = CreateMainLight(World); + Clump = CreateClump(World); + if (Clump == nil) + return false; + + CreateCameras(World); + UpdateSubRasters(Camera, sk::globals.width, sk::globals.height); + + rw::SetRenderState(rw::CULLMODE, rw::CULLBACK); + rw::SetRenderState(rw::ZTESTENABLE, 1); + rw::SetRenderState(rw::ZWRITEENABLE, 1); + + ImGui_ImplRW_Init(); + ImGui::StyleColorsClassic(); + + return true; +} + +void +Terminate3D(void) +{ + DestroyCameras(World); + + if(AmbientLight){ + World->removeLight(AmbientLight); + AmbientLight->destroy(); + AmbientLight = nil; + } + + if(MainLight){ + World->removeLight(MainLight); + rw::Frame *frame = MainLight->getFrame(); + MainLight->setFrame(nil); + frame->destroy(); + MainLight->destroy(); + MainLight = nil; + } + + if(Clump){ + World->removeClump(Clump); + Clump->destroy(); + Clump = nil; + } + + if(World){ + World->destroy(); + World = nil; + } + + if(Charset){ + Charset->destroy(); + Charset = nil; + } + + sk::TerminateRW(); +} + +bool +attachPlugins(void) +{ + rw::ps2::registerPDSPlugin(40); + rw::ps2::registerPluginPDSPipes(); + + rw::registerMeshPlugin(); + rw::registerNativeDataPlugin(); + rw::registerAtomicRightsPlugin(); + rw::registerMaterialRightsPlugin(); + rw::xbox::registerVertexFormatPlugin(); + rw::registerSkinPlugin(); + rw::registerUserDataPlugin(); + rw::registerHAnimPlugin(); + rw::registerMatFXPlugin(); + rw::registerUVAnimPlugin(); + rw::ps2::registerADCPlugin(); + return true; +} + +void +DisplayOnScreenInfo(void) +{ + for(int i = 0; i < 4; i++){ + rw::Raster *scr = SubCameras[i]->frameBuffer; + + rw::int32 scrw = scr->width; + rw::int32 scrh = scr->height; + + rw::int32 captionWidth = strlen(SubCameraCaption[i])*Charset->desc.width; + + if(captionWidth < scrw && scrh > Charset->desc.height*2){ + rw::int32 x = scr->offsetX + (scrw - captionWidth)/2; + rw::int32 y = scr->offsetY + Charset->desc.height; + Charset->print(SubCameraCaption[i], x, y, 0); + } + } +} + +rw::RGBA BackgroundColors[] = { + { 64, 64, 64, 0 }, + { 128, 0, 0, 0 }, + { 0, 128, 0, 0 }, + { 0, 0, 128, 0 }, +}; +void +Render(float timeDelta) +{ + Camera->clear(&BorderColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + + for(int i = 0; i < 4; i++){ + SubCameras[i]->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); +// SubCameras[i]->clear(&BackgroundColors[i], rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); + SubCameras[i]->beginUpdate(); + World->render(); + SubCameras[i]->endUpdate(); + } + + Camera->beginUpdate(); + DisplayOnScreenInfo(); + Camera->endUpdate(); + + Camera->showRaster(0); +} + +void +Idle(float timeDelta) +{ + Render(timeDelta); +} + +int MouseX, MouseY; +int MouseDeltaX, MouseDeltaY; +int MouseButtons; + +bool Rotating; + +void +KeyUp(int key) +{ +} + +void +KeyDown(int key) +{ + switch(key){ + case sk::KEY_ESC: + sk::globals.quit = 1; + break; + } +} + +void +MouseBtn(sk::MouseState *mouse) +{ + MouseButtons = mouse->buttons; + Rotating = !!(MouseButtons&1); +} + +void +MouseMove(sk::MouseState *mouse) +{ + MouseDeltaX = mouse->posx - MouseX; + MouseDeltaY = mouse->posy - MouseY; + MouseX = mouse->posx; + MouseY = mouse->posy; + if(Rotating) + RotateClump(-MouseDeltaX, MouseDeltaY); +} + +sk::EventStatus +AppEventHandler(sk::Event e, void *param) +{ + using namespace sk; + Rect *r; + MouseState *ms; + + ImGuiEventHandler(e, param); + ImGuiIO &io = ImGui::GetIO(); + + switch(e){ + case INITIALIZE: + Initialize(); + return EVENTPROCESSED; + case RWINITIALIZE: + return Initialize3D() ? EVENTPROCESSED : EVENTERROR; + case RWTERMINATE: + Terminate3D(); + return EVENTPROCESSED; + case PLUGINATTACH: + return attachPlugins() ? EVENTPROCESSED : EVENTERROR; + case KEYDOWN: + KeyDown(*(int*)param); + return EVENTPROCESSED; + case KEYUP: + KeyUp(*(int*)param); + return EVENTPROCESSED; + case MOUSEBTN: + if(!io.WantCaptureMouse){ + ms = (MouseState*)param; + MouseBtn(ms); + }else + MouseButtons = 0; + return EVENTPROCESSED; + case MOUSEMOVE: + MouseMove((MouseState*)param); + return EVENTPROCESSED; + case RESIZE: + r = (Rect*)param; + // TODO: register when we're minimized + if(r->w == 0) r->w = 1; + if(r->h == 0) r->h = 1; + + sk::globals.width = r->w; + sk::globals.height = r->h; + if(::Camera){ + sk::CameraSize(::Camera, r); + ::Camera->setFOV(FOV, (float)sk::globals.width/sk::globals.height); + + UpdateSubRasters(::Camera, r->w, r->h); + } + break; + case IDLE: + Idle(*(float*)param); + return EVENTPROCESSED; + } + return sk::EVENTNOTPROCESSED; +} diff --git a/tools/subrast/subrast.cpp b/tools/subrast/subrast.cpp new file mode 100644 index 0000000..f91298f --- /dev/null +++ b/tools/subrast/subrast.cpp @@ -0,0 +1,141 @@ +#include +#include + +#include "subrast.h" + +rw::Camera *Camera; +rw::Camera *SubCameras[4]; + +void +CameraSetViewWindow(rw::Camera *camera, float width, float height, float vw) +{ + rw::V2d viewWindow; + + // TODO: aspect ratio when fullscreen + if(width > height){ + viewWindow.x = vw; + viewWindow.y = vw / (width/height); + }else{ + viewWindow.x = vw / (height/width); + viewWindow.y = vw; + } + + camera->setViewWindow(&viewWindow); +} + +void +UpdateSubRasters(rw::Camera *mainCamera, rw::int32 mainWidth, rw::int32 mainHeight) +{ + rw::Rect rect[4]; + float width, height, border; + + border = mainHeight*0.05f; + + width = (mainWidth - border*3.0f) / 2.0f; + height = (mainHeight - border*3.0f) / 2.0f; + + // top left + rect[0].x = border; + rect[0].y = border; + rect[0].w = width; + rect[0].h = height; + + // top right + rect[1].x = border*2 + width; + rect[1].y = border; + rect[1].w = width; + rect[1].h = height; + + // bottom left + rect[2].x = border; + rect[2].y = border*2 + height; + rect[2].w = width; + rect[2].h = height; + + // bottom left + rect[3].x = border*2 + width; + rect[3].y = border*2 + height; + rect[3].w = width; + rect[3].h = height; + + CameraSetViewWindow(SubCameras[0], width, height, 0.5f); + for(int i = 1; i < 4; i++) + CameraSetViewWindow(SubCameras[i], width, height, 0.5f + 0.4f); + + for(int i = 0; i < 4; i++){ + SubCameras[i]->frameBuffer->subRaster(mainCamera->frameBuffer, &rect[i]); + SubCameras[i]->zBuffer->subRaster(mainCamera->zBuffer, &rect[i]); + } +} + +void +PositionSubCameras(void) +{ + rw::Frame *frame; + rw::V3d pos; + const float dist = 2.5f; + + // perspective + pos.x = pos.y = 0.0f; + pos.z = -4.0f; + frame = SubCameras[0]->getFrame(); + frame->translate(&pos, rw::COMBINEREPLACE); + + // look along z + pos.x = pos.y = 0.0f; + pos.z = -dist; + frame = SubCameras[1]->getFrame(); + frame->translate(&pos, rw::COMBINEREPLACE); + + // look along x + pos.x = -dist; + pos.y = pos.z = 0.0f; + frame = SubCameras[2]->getFrame(); + frame->rotate(&Yaxis, 90.0f, rw::COMBINEREPLACE); + frame->translate(&pos, rw::COMBINEPOSTCONCAT); + + // look along y + pos.x = pos.z = 0.0f; + pos.y = -dist; + frame = SubCameras[3]->getFrame(); + frame->rotate(&Xaxis, -90.0f, rw::COMBINEREPLACE); + frame->translate(&pos, rw::COMBINEPOSTCONCAT); +} + +void +CreateCameras(rw::World *world) +{ + Camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1); + assert(Camera); + + for(int i = 0; i < 4; i++){ + SubCameras[i] = sk::CameraCreate(0, 0, 1); + assert(SubCameras[i]); + + SubCameras[i]->setNearPlane(0.1f); + SubCameras[i]->setFarPlane(30.0f); + + world->addCamera(SubCameras[i]); + + if(i > 0) + SubCameras[i]->setProjection(rw::Camera::PARALLEL); + } + + PositionSubCameras(); +} + +void +DestroyCameras(rw::World *world) +{ + if(Camera){ + sk::CameraDestroy(Camera); + Camera = nil; + } + + for(int i = 0; i < 4; i++) + if(SubCameras[i]){ + world->removeCamera(SubCameras[i]); + sk::CameraDestroy(SubCameras[i]); + SubCameras[i] = nil; + } +} diff --git a/tools/subrast/subrast.h b/tools/subrast/subrast.h new file mode 100644 index 0000000..b7c8537 --- /dev/null +++ b/tools/subrast/subrast.h @@ -0,0 +1,10 @@ +extern rw::Camera *Camera; +extern rw::Camera *SubCameras[4]; + +void CreateCameras(rw::World *world); +void DestroyCameras(rw::World *world); +void UpdateSubRasters(rw::Camera *mainCamera, rw::int32 mainWidth, rw::int32 mainHeight); + +extern rw::V3d Xaxis; +extern rw::V3d Yaxis; +extern rw::V3d Zaxis; -- cgit v1.2.3